TFCR | Red Panda
banner
redpandasmash.bsky.social
TFCR | Red Panda
@redpandasmash.bsky.social
Avid gamer. Former Smash Bros. competitor. Bachelor of Psych. Health enthusiast. MERN Stack Developer.
My problem is actually the inverse. It doesn’t feel good to beat fights you didn’t learn because of resources you didn’t earn in the fight. The pouch upgrades and some tools are just so powerful that they trivialize the need to learn when to hit them with your needle.
October 21, 2025 at 12:24 PM
The fact that the red tools are limited make them nice conveniences or desperations when you’re in danger, but you’re still encouraged to actually learn fights because you don’t want to die wasting your shards…at least until later. It’s not like having one attempt at a megaman boss with its weakness
October 21, 2025 at 12:24 PM
Regarding the red tools, it’s a double edged sword I think is worth the current problem. Both currencies are very precious, and shards are always useful, so the reward structure and economy are extremely good, which is what a metroidvania’s goal should be.
October 21, 2025 at 12:24 PM
I definitely think the difficulty in aiming is partially misattributed to the narrow range. That absolutely does matter some, but the startup and unintuitive chaining in opposite directions are what make the game feel so bad. I’ve seen lots of people quit because of it.
October 21, 2025 at 12:24 PM
even if the moveset is an improvement in some ways and you'd otherwise like to use it most of the time. This is not a good thing! It's not subjective and it needs to be complained about.
October 20, 2025 at 4:51 AM
Reaper is a crutch that makes things easier and more forgiving, but doesn't actually fix the issues. And the other crests are seen as novelties with drawbacks too radical to justify using over the jack of all trades crests in many situations, be that because of healing or attack speed,
October 20, 2025 at 4:51 AM
It's because of these design choices a majority of players stick to either wanderer or reaper. Wanderer is disproportionately the best crest due to the better control, high dps, and speed of silk gain, the only reason you'd want to use something else being the range.
October 20, 2025 at 4:51 AM
It's not a matter of preference or feelings. Players have fewer options. It's crazy that I have to explain this. The dash attacks are also rare to see people use because they intuitively understand that because it leaves you in the air, it limits your options to respond to attack patterns.
October 20, 2025 at 4:51 AM
after a pogo hornet doesn't turn around until after her animation has finished even if you press the opposite direction afterward, the blindspot from the limited range and the startup make responding impossible in situations where reacting used to be trivial and still is only if you use wanderer.
October 20, 2025 at 4:51 AM
It's probably the only downgrade from hollow knight to silksong and it's important enough to knock the game down a whole point on an out of 10 scale. The stall'n'fall makes it so you can't rise with a down attack,
October 20, 2025 at 4:51 AM
🧵This is exactly the type of thing I'm hating about silksong discourse right now. The apologist honeymoon phase attitude of "aw no, it's fine, you just gotta get used to it." No, the combat control is a major flaw that discourages crest and build variety, which directly impacts the reward structure.
October 20, 2025 at 4:51 AM
You're not understanding. Spikes are a useful example because they're static. I'm using them to show how slow the startup is because you can consistently see how bad the delay between button and hitbox is. And because the startup is so slow, it does screw you in combat when there are moving enemies.
October 20, 2025 at 4:16 AM
The dreaded f word (feel). It has higher startup than up/left/right slash. I'll count the frames myself if I gotta. It's so slow that you can consistently jump into spikes, press the button, see the animation, even see and hear the clank sometimes, and hornet gets hit because she takes so long.
October 19, 2025 at 10:02 PM
I like it too, but it's a downgrade, and I'm sick of seeing people say "it's just different", "it's a skill issue", etc. when it's not. It's fair criticism toward silksong to say changing this was not a good thing.
October 19, 2025 at 4:00 AM
Fun to use, able to be gotten used to, absolutely. But no matter how used to it you are, it has objective blind spots and worse game feel compared to the traditional hollow knight pogo, which has the same startup as any other directional slash.
October 19, 2025 at 4:00 AM
Whose pogo has the startup of a borderline reactable fighting game move.
October 17, 2025 at 8:43 PM
Some builds and the use of tools tied to currency instead of an earned in combat resource also made it easy to get through some stuff without really learning the fights which didn’t feel great, namely beast flea brew, architect plasmium overdose, and tools like the cogwork minions and spikes.
September 22, 2025 at 6:17 AM
Where it really suffers is the control. The default slash speed, dive attack, and dash attack are all too slow, and while the crests are all cool in their own ways, they all have trade offs so I never felt that I found one that won me over completely, compared to in hk where I felt comfortable.
September 22, 2025 at 6:17 AM
I don’t even really feel motivated to 100% the game nor play it again, and I 112%d hollow knight beating pantheon 5. As much as it improves many problems with hollow knight like the healing and currency, it ranks below even some other metroidvanias I’ve played like guacamelee 1 and 2.
September 22, 2025 at 6:17 AM