Mr Quest. It's insane that you only have 190 subs at this moment, your videos are awesome. For me the point you made that I appreciated most is that "if those extra features don't fit well together they can actually hurt the overall quality of your game." That is such a hard lesson I think and such a good one.
I agree, the combat shines brighter than most games. And the loop is so much fun and it tests our abilities to adapt and overcome the varied boss fights
I like how you identified the case controls trade off, nice concise video! What’s a good rate at which to learn new attacks? HK gets nail arts and spells at different points in the game, how’d they decide when to put them in?
Nice video! I'm currently trying to make a local fighting game myself, and while I'm aware of the fact that adding too many features can destroy the game, I don't really know how to choose which features should be added and which ones should not. I know you are just analyzing Hollow Knight's combat system but if you have an advice I'll be glad to hear it :D Thanks for the great video!
Is your video intended to inform viewer why hollow knight combat is good? Or why hollow knight has good game design? If your video is on the latter, you did a good job on explaining the fundamentals. If your video is on the former, i believe you can explain more.
I wouldn’t use Smash as an example of complex controls. They’re simple and intuitive in a similar way to HK. Now other fighting games like modern Mortal Kombat, Street Fighter and [*shudders*] Virtua Fighter... (I played 5 a lot during the early PS3 era) THOSE are complicated.
"NAILED the combat" eh?, I see what you did there, That is quite the big funny.
3:49 this is similar to the way DOOM 2016 encourages offensive play to survive
Mr Quest. It's insane that you only have 190 subs at this moment, your videos are awesome.
For me the point you made that I appreciated most is that "if those extra features don't fit well together they can actually hurt the overall quality of your game." That is such a hard lesson I think and such a good one.
Thanks Jon! (tell your friends ;)
saw this on reddit, very informative and enjoyable to watch
Thanks
3:44 Regen be like: .........
The quality of this video is incredible. Keep up the good work
Thanks Saikool!
Thanks for the video ! It's a great illustration of elegance in a game core mechanic.
You're welcome Samuel
You forgot to mention the 3 different nail arts, which greatly expand your fighting options and strategies
Super nice video! Keep the good work!
Thanks Nicolas!
I agree, the combat shines brighter than most games. And the loop is so much fun and it tests our abilities to adapt and overcome the varied boss fights
The recoil also let you feel strong not like a lot of game it often make you feel weak
I like how you identified the case controls trade off, nice concise video! What’s a good rate at which to learn new attacks? HK gets nail arts and spells at different points in the game, how’d they decide when to put them in?
Nice video!
I'm currently trying to make a local fighting game myself, and while I'm aware of the fact that adding too many features can destroy the game, I don't really know how to choose which features should be added and which ones should not.
I know you are just analyzing Hollow Knight's combat system but if you have an advice I'll be glad to hear it :D
Thanks for the great video!
I think the best way is to do lots of playtesting. Find out which mechanics feel the best and which ones seem confusing or poorly connected.
This game’s combat is fine tuned to perfection! Excellent video!
Hollow Knight NAILED the NAIL combat!
excellent video breakdown just got a sub
Is your video intended to inform viewer why hollow knight combat is good? Or why hollow knight has good game design?
If your video is on the latter, you did a good job on explaining the fundamentals. If your video is on the former, i believe you can explain more.
Maybe I'll make another video on Hollow Knight in the future
I wouldn’t use Smash as an example of complex controls. They’re simple and intuitive in a similar way to HK. Now other fighting games like modern Mortal Kombat, Street Fighter and [*shudders*] Virtua Fighter... (I played 5 a lot during the early PS3 era) THOSE are complicated.
"hards as nails".... instant sub also very interested in game recomendations. I like your taste
Thanks Leo!
the way you regain health in this game reminds me of Doom 2016 :D
2:10 if this is what you call a challenge room that pushes your skills to the limit you clearly haven’t done the path of pain
middy444 hope so
**or is it**
Haha nail arts go brrrrr
So insightful, this is great.
Great breakdown! 😄
Great stuff, thanks!
underrated
Doom Eternal could have benefitted a big scoop of K.I.S.S. the way Hollow Knight did
You play as a ghost knight
These 30 FPS are choppy m8.
Is this sarcastic
Did you just call Smash Bros complicated?? Don't bother picking up Tekken 7.
An exaggeration but it certainly did not nail anything with its bosses. Some of the worse design I’ve ever seen in my life for a video game boss
What was wrong with the bosses?