I finally get all of the people who say that Silksong should be more reserved with the “double damage” mechanic.
I was skeptical but after having spent more than an hour trying to beat the same boss (and still NOT having beat it) I feel like I can absolutely get behind dialing back on not the difficulty but specifically the use of double damage. Even though you heal 3 masks if a boss like this one (which im not going to name to avoid spoilers but maybe you can guess, it’s relatively early game) deals 2 masks of damage im every time and you have 5, then you really only have 3 health.
And though obviously im sour because it’s been quite the struggle to beat this boss I still feel like at a certain point it doesn’t feel like I have to get better but instead that I have to make no mistakes which is really tough for obvious reasons.
I still really like the game and the boss design but I think the health economy could be a bit better specially with bosses though other enemies apply too specially in encounters.
Double health I think should be reserved for attacks that can be easily or consistently avoided so the extra damage is compensating for that and punishing you for letting your guard down. Attacks where the challenge is specifically in avoiding them don’t need the additional punishment as in theory they should be landing more frequently than others.
This isn’t to say I feel like team cherry should “fix” this by just lowering the amount of damage or something like that. The game doesn’t feel impossible to me it can just be a bit frustrating at times in an undesirable way. My criticism comes from a place of love and respect and I just wanted to comunicante it and maybe if it is ever applied it can be in the dlcs or things like that.












