Just started the game this morning, played to a little past when you get the sprint.
Maybe I'm misremembering things since I haven't played HK in years and only twice, or maybe it comes down to how I'm approaching the game, but it feels a bit more linear than HK so far.
Mixed feelings on the prevalence of double mask damage. Combat feels better than I remember HK feeling, both on Hornet's end and on the enemies', and the new tools that consume shell shards seem very useful so I wouldn't say it makes the game too hard as yet. On the other hand, it devalues collecting mask shards. Supposing I'm stuck against a boss that deals double damage, if I'm at an odd number of masks it will make zero difference to get one more mask. They matter more for exploration, but still.
It might have been better to give Hornet a proper health bar so they can be more nuanced with how much damage something deals. Like suppose you start with 100 HP, some attacks deal 20 damage so they kill you in 5 hits, some deal 25 damage and kill you in 4 hits, etc. Or make it so damage can be dealt in increments of half-masks, and have some stuff that deals 1.5 instead of 2. Would still increase the dificulty without devaluing mask shards as much.
Being able to heal 3 masks at a time and to heal in midair is nice, but compared to Hollow Knight, the fact you can't heal at all unless your meter is full discourages using your silk for other things. Same with the fact that 1 nail throw costs the equivalent of 1.5 masks of healing, whereas 1 offensive spell in HK costs 1 mask of healing. Not sure what to make of it yet. Maybe it's meant to encourage the player to use more of the abilities that consume shell shards instead, and I suppose it won't be as much of an issue once I collect more spool.