Reinout Ruland
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reinoutld.bsky.social
Reinout Ruland
@reinoutld.bsky.social
🇳🇱 Sr. Level Designer @ Electric Square, former Hangar 13 / Ubisoft
Undiagnosed AD(H)D?
October 30, 2025 at 9:14 AM
Swap Gameplay Designer for Combat Designer and you have summarized my recent LD Feedback.

See also: we need verticality but we hate stairs in the combat space. Also, we hate small ledges and we hate large empty spaces and any props with collision 🫡
October 23, 2025 at 8:03 AM
I tried to hold off looking anything up as long as possible, but after the credits that just left me aimless in a massive world with no leads on where to look.

Still love the game, but it's a 9/10 for me instead of the 10/10 for HK.
October 4, 2025 at 6:44 AM
Yeah, 112%-ing HK just before Silksong has left me feeling similarly, the highs are as high as HK, maybe sometimes a bit higher, but the lows are much much lower.

Truly respect the team not just copying HK and trying new things, but endgame feels like it's not built for play without a wiki open...
October 4, 2025 at 6:40 AM
Can confirm we started cursing again, and then louder (Skull Tyrant Glitch), and then loudest (Bilewater).

But also hooting and hollering (Any 1v1 Boss) and then at the top of my lungs (First Sinner).

It's such a great game that is sometimes difficult in ways I don't enjoy. Will see it through!
September 30, 2025 at 9:01 AM
Sick man! So impressive to stick with something like this for a decade. Hope it has a good launch!

I remember hearing about it a bunch when I was in IGAD around ten years ago...
September 27, 2025 at 1:11 PM
Also agree with what others have said, prioritize minimizing time spent fighting enemies on the way over.

Every time I give up on maximizing Silk or even reaching the Boss on full HP, I've done better for it.

Find ways to run past enemies and heal in the boss room during the spawn anim!
September 25, 2025 at 7:16 AM
The delayed hits on the fire (especially the spin and retractable throw) kept tripping me up over and over and over.

I've accepted that I need to just learn through failure so it becomes muscle memory. Got it eventually.

Hope some rest helps it all click!
September 25, 2025 at 7:04 AM
Stole this from another Dev, but hearing HK:S started as DLC makes SO MUCH sense.

If this came out as DLC, I think everyone's mindset on Difficulty would have been:

Godmaster++

That's mostly how I came into this and it has done so much to keep me having fun and still loving it, like I said 9/10
September 24, 2025 at 7:08 AM
Getting wrecked in HK, just made me try harder. I replayed it all (ish) this month (112% + PoP)

In Silksong, the Encounter Design and Enemy Design sometimes feels purpose built to frustrate / waste my time / get me killed.

TC can do whatever they want, but it's a lesser game for it (To ME)
September 24, 2025 at 7:01 AM
If ROI isn't a concern, SHOULD you then still "respect" players' time?

It's personal, but I'd say YES. I love how HK's difficulty curved ramped me higher and higher, I never felt like HK's difficulty was "cheap" or "mean".

HK is a 10/10 for me and HK:S a 9/10 so far, due to mean spirited friction.
September 24, 2025 at 6:54 AM
Reposted by Reinout Ruland
The trailer should indicate (in this exact order)

1. Genre of gameplay
2. The hook/special thing (this is most of the trailer)
3. How much variety and scope the game has

This is assuming it's a gameplay trailer that's living on the front of your Steam page or being used for social media.
August 6, 2025 at 4:48 PM