runbacks, level design, and boss fights
(yeah this is about hollow knight: silksong but it’s bigger than that.)
we cannot escape the firehose of discourse around silksong’s challenging nature. i’m not here to talk about difficulty really, but to touch on one of the topics that people feel strongly about: runbacks.

blasted steps in hollow knight: silksong. iykyk.
runbacks refer to the traversal between the last checkpoint and the boss fight you keep dying on. sometimes the checkpoint is near the boss encounter, making for a quick return after death, and sometimes you spend longer getting back to the fight than you do actually in the fight before dying again. if you listened to reddit, every boss encounter should have a checkpoint three feet away from it, but i’m here to make a case for the runback:
the runback to the boss fight is also the boss fight.