The Beautiful Simplicity of Hollow Knight (and How to Improve It Even Further)

TL;DR: Hollow Knight is mainly characterized by dual-purpose design and general minimalism. A particular feature is the use of fluid builds based on charms that can be (un)equipped rather than a skill tree. However, changing builds can be too much blind trial and error while geo (the game’s currency) becomes too abundant too early in the game. One solution to this could be having the player pay geo for (un)equipping charms.

Originally published on Twenty Oh Eight.