Reviews from

in the past


I found out that I don't like restrictive and slow movement on sidescrollers.

For me, the Soulslike formula does not translate directly to a platformer. I think platformers can have soulslike elements, but S&S really tries to just be Dark Souls, but 2D. Enemies are tough, bosses are huge and very hard, and movement is purposefully slow and plodding. I just find that losing that extra dimension of moveable space really feels like a hinderence.

6/10.

A lore é fodinha, tirando isso, acho que a execução aqui é o ponto mais fraco de tudo, mas dou valor, afinal me diverti um tanto.

Um jogão! Mistura soulslike com metroidvania e vc tem Salt and Sanctuary, que tem um combate q vc precisa gerenciar estamina e se curar com itens, um mapa muito bem conectado com atalhos e back tracking. Arte bem única mas peca um pouco na trilha sonora visto que 99% do Bosses tem a mesma OST. Recomendo demais!
Obs: zerei com 15h

Salt and Sanctuary, yıllardır imrendiğim Bloodborne'un temasıyla metroidvaniayayı bir güzel harmanlayıp sunuyor. İlk başlarda sadece "Bu oyunun ikincisi çıkacaktı ilki nasıl acaba" düşünceleriyle başladım. Pek bir beklentim yoktu açıkçası ama oyunun her bir adım daha ilerlediğimde karşıma çıkan her şey beni şaşırtıyordu. Şaşırmamın sebebi de çıkan bosslar, düşmanlar ve yeni mekanlar fazlasıyla kendine özgü kendince görkemli olduğu için şaşırıyordum. İlk olarak az çok tadımı kaçıran bir noktaya kısaca değinmek istiyorum. Tür olarak metroidvania olan bir oyunun neden oyun içinde harita yok. Bildiğiniz bir harita yok o yüzden gittiğiniz yolları aklınızda tutarak ilerleyebiliyorsunuz. Tabii harita olmaması ara sıra sıkıntı olsa da pek umursamadım. Oyunda harita yok ya bu problemi şöyle çözmüşler. Salt and Sanctuary'nin fiziksel satışlarında yanında oyunun haritasını da veriyorlarmış. Bu bilgiyi de öyle Reddit'te harita var mı? diye bakınırken gördüm. Harita olmaması dışında pek bir şikayetim yok. Genel anlamda benim gözümde en yükseldiği kısım kendine has tasarımları diyebilirim. NPC'ler genel olarak aynı tipte olsa bile bosslar ve genel düşmanların çoğu hoş tasarımlara sahip. Bana özellikle oyunun son bossunun görkemli havasını aşırı beğendim.

Souls oyunlarının yapılarını bilenlerin anlayacağı bir durumu anlatmak istiyorum. Genel olarak her souls oyununda çeşit çeşit NPC'lerin görev dizileri var. Souls-like oyunlarda doğal olarak kendi oyunlarına buna benzer görev dizileri koymaya özen gösteriyorlar. Neden bilmiyorum ama Salt and Sanctuary'de bu görev dizileri bana sönük kalmış gibi geldi. Tabii doğru hatırlıyorsam oyunda zaten 3 tane NPC görev dizisi olması lazım. NPC'lerde konu açılmışken birde tuzlanmış bonfire sistemini az anlatayım. Souls oyunlarında olan bonfire kayıt noktalarını SaS kendince çok iyi yorumlamış. SaS soulslarda bulunun bonfire sistemini ve covenant mantığını birbirine harmanlayarak Sanctuary kayıt noktalarını hazırlamış. Sanctuaryler yemin ettiğiniz bir çeşit din varsa oyun dünyasında ona göre farklı can yenileme şişeleri alıyorsunuz. Ek olarak bu Sanctuarylere keşifleriniz sırasında bulduğunuz ufak rehber, lider gibi heykelleri kullanarak kayıt noktasına bir sürü NPC ile doldurabiliyorsunuz. O karamsar tondaki dünyada dinlendiğimiz Sanctuarylerin öyle kalabalık olması benim içime hoş ve yalnızlıktan kurtulmuşum gibi hisler veriyordu.

Sanctuaryleri topladığınız NPCleri isterseniz bir işlem yaparak kendinize düşman bile edebiliyorsunuz. Tabii böyle bir durumda klasik souls oyunlarındaki gibi günahlarınız birikiyor. Onu da başka bir NPC'ye giderek günah çıkarabiliyorsunuz.
Salt and Sanctury'de soulslarda olduğu kadar günahkarlığın bir etkisi yok galiba yani ben bir etkisiyle karşılaşmadım. Souslarda genel olarak sizin dünyanızı diğer oyuncuların işgal etme oranını arttırıyordu. Sas'te ise oyunun online özelliklerini çok az kullandım. Herhalde Sanctuary'e çağırdığımız Sellsword NPCleri sayesinde online bazı özellikleri kullanıyorsunuz. Benim online tarafında tek kullandığım özellik etraftaki oyuncuların bıraktığı mesajları okumaktan ibaretti. Zaten oyun pek online yardım gerektirecek kadar oyuncuyu zorlamıyor. Bunların dışında oyunun karakter oluşturma kısmı fena olmayacak seviyede çeşitli. Bu yapımın karakter oluşturma ekranının basitliği sayesinde hiç vakit harcamadan hoş görünen bir karakterle başlamak benim hoşuma gitti. (Bazen işin ucunu kaçırıp fazla vakit gömüyorum) Karakteri oluşturduktan sonra seçtiğiniz klasa göre kendinize göre çeşitli şekilde hangi yönde güçlü olacağını oluşturabiliyorsunuz. Mesela benim karakterim Avcı klasıyla başladı. Normalde ana silahlarım arbalet ve kırbaç iken karakterimi direk katanasıyla hızlıca düşmanları yok eden bir şeye dönüştürdüm. Düz fiziksel hasar bir karakter dışında konuşmak gerekirse az çok kullandığım büyülerde oynanışa keyif katıyor. Düşmanları keserken uzuvlarının kopuşu da oynanışa ayrı bir tatmin hissi katıyor. Sizin de benim gibi Bloodborne PC portu hayaliniz var ve Bloodborne benzeri bir şey mi oynamak istiyorsunuz. O halde indirimlerde Salt and Sanctuary'i kapın derim.

Man. This one was tough. These 2D Soulslikes feel harder than their namesakes, for real. This really is Dark Souls in 2D. You have all sorts of weapons and classes, covenants, magics, and armors to choose from. The map is interconnected, but it really felt kinda pointless, tbh. Sure, you could open a gate into an older area, but it just felt random rather than meticulously constructed like Souls. This is where the lack of a true Hub world hurt this game. It seems to emulate its progenitor for good and for ill, emulating even the outdated tropes that Souls phased out. Things like ridiculously cheap falling and enviromental hazards and brutal one-shot enemies. I was feeling a little bitter about this game and ready for it to be over when I learned one critical fact. This game was essentially made by ONE person. I think there were separate music contributions and the developer's wife added important artistic elements, but the game was built by ONE guy. There is a HUGE amount of detail to take into consideration. There is expansive lore (if you choose to dive in, they don't shotgun you in the face with it), cleverly balanced combat options, unique boss encounters, and distinct and NUMEROUS areas. I didn't have the most fun in the world, I actually spent a decent chunk of it irritated, but color me impressed. What a monumental achievement by this individual. It deserves way more praise than criticism. If I'm honest, I am more likely to replay Hollow Knight or Blasphemous, but if this kind of game is your bag, then dig it.


One of the ugliest games ive ever played. All the pain and frustration of dark souls with none of the fun or rewards (or 3rd dimension)

I played this for over 10 hours and i think i'm close to the end but now i'm lost and i don't care enough to finish the game.
It's because i haven't enjoyed my time with it at all, it's more frustrating than fun. It tries to emulate Dark Souls but the world feels way more bland and there's plenty of enemies and bosses which kinda suck to fight.
Still it's a solid attempt at a game, it just needed refinement in some edges, for example the enemies shouldn't be able to chain grab you c'mon.

This is a well-made game. A 2D Souls like. Some people love it, others hate it. I enjoyed it for what it is. Although it was trying way too hard to be mysterious in my opinion. Just tell the damn story if you have one... And if you don't just write something simple and focus on the gameplay. That's what we're here for anyway. You're not Miyazaki.

Gameplay is good though. If you like souls, and you like 2D, you're going to have fun Gitting Gud with this one.

Not that mechanically polished. Story is vague. Progression busted. Spikes in difficulty.

BUT IT'S A SPLIT SCREEN SOULS LIKE (and maybe one of the very first??)
Playing this with the right person makes the flaws easy to gloss over.


One of the first games to start the whole 'Soulsvania' style trend and honestly while it might not be the best, it's still a great game and worth playing just to see how such a popular hybrid genre started.

Bad 2d dark souls, trash tier.

This isn't actually a bad game. I just can't give this game credit for most of the good things it does, because it's derivative of Dark Souls to a point where it's no longer a souls-like, and it's just a Dark Souls ripoff.

I dislike the term “Souls-like.” Not only does it force me to say “Souls” a lot in this review, but nobody seems to agree on what it constitutes. The roguelite Dead Cells, for example, is also considered a Souls-like…for some reason. Maybe it’s the high difficulty? The limited healing? Or perhaps the exploration? As much as I love the game, calling it a Souls-like seems like a marketing ploy by the devs. The Souls games have more than just those elements, such as high-commitment attacks, obscure side quests, an oppressive atmosphere, and more.

It seems as long as you have at least a few of the features that the Souls games popularized, your game is a Souls-like. But you know a series that has a lot in common with Souls that isn’t considered a Souls-like? Castlevania. The old-school games were brutally tough platformers that featured high-commitment attacks, oppressive atmospheres, and scarce healing opportunities. Symphony of the Night and its handheld successors added exploration, side quests, and RPG elements to the series, but they also ditched the methodical action and considerably lowered the difficulty. The higher challenge, whip-based combat, and tense platforming in Circle of the Moon on GBA was the only time Konami bridged the gap between the old and new Castlevanias. It was very flawed, but there was also nothing quite like it, until the arrival of the Souls games and the main subject of this review: Salt and Sanctuary.

I don’t just want to make another review reinforcing how similar Salt and Sanctuary is to Dark Souls. Sure, there’s a lot of valid comparisons to be made and I will bring them up later, but I want to bring light to why this game also feels like a true successor to old-school Castlevania. Most comparisons between Souls and Castlevania that I’ve seen reference Symphony of the Night, but the only features Souls borrowed from that game were the exploration, RPG elements, and variety of weapons. These features aren’t unique to Symphony, and they weren’t unique when it was first released. But that slow, deliberate combat from its platformer predecessors? That was special and it’s what Souls and every true Souls-like features in my opinion. Salt and Sanctuary is part of that group. It is as much a spiritual successor to Castlevania as it is a Souls-like.

Now for the game itself. It borrows from its inspiration very well. Every feature I explicitly mentioned in the first paragraph is present, so I won’t repeat them here. One of its new ideas are stone statues used to summon specific vendors at sanctuaries, which act like the bonfires in Dark Souls. These statues are fairly scarce, encouraging thoughtful decision-making as to what vendor you need at the moment. Should I summon a blacksmith to upgrade my gear? Maybe an alchemist to change my current weapon? Or maybe a sellsword to summon another player? There are eight types of statues that can be used and no more than four are allowed per sanctuary. However, once I realized I could group multiple vendors with the fast travel guides, the stressful decision-making was completely destroyed. They can warp you to any sanctuary you’ve visited. As a result, I was warping back to a select few sanctuaries over and over again to stock up on items or upgrade my equipment. No need to use any statues other than the ones for summoning guides. Or I could just use a calling horn to warp to any sanctuary where a guide was installed. The guides even sell these horns for dirt cheap, so why not buy as many as you can to fast travel at your convenience? I’m grateful I didn’t realize the sheer brokenness of calling horns until after I finished the game.

My suggestions for fixing this are simple. Limit fast travel to the sanctuaries where I placed guides and remove calling horns. I would then have to decide if installing a guide at my current sanctuary was worth it. By extension, I would be encouraged to use the other statues more often. I don’t think backtracking would have been negatively impacted all that much with these changes. The world is full of shortcuts back to previous levels and even if the backtracking was tedious, the level design pushes the player to explore areas in a mostly linear order. That is probably the reason there is no map, but I still think there should have been one because it’s much harder to remember the layout of a rectangular 2D world as opposed to a uniquely shaped 3D world like Lordran.

I wasn’t impressed with the covenant system. I chose to stick with my starting creed the whole playthrough because I correctly assumed breaking it would result in undesirable consequences. On a gameplay level, my choice didn’t affect me beyond a handful of sanctuaries preventing me from using elemental buffs for my weapon. I used those a lot, but if the intention was to challenge players that stick to one creed, Ska Studios needed to include more sanctuaries aligned with different creeds. Players would then have to make a choice. Either they stick to their creed and miss out on certain items or they change their creed to get those items, but face repercussions from their previous creed.

The missed potential is depressing because the statues and covenant system could have made Salt and Sanctuary rise above being a Souls and Castlevania (Soulsvania?) clone. It’s an extremely competent clone for something made primarily by one person, but it is a clone at the end of the day. I still had fun playing it and can easily recommend it to fans of its inspiration. Just don’t expect it to deliver an experience like those classics.

In 2016, you could apparently just trace a bunch of Dark Souls assets, make a 2D game around them, and dump it onto Steam to mass acclaim. Not a bad game, but certainly not a good one. The weapon tree is hilariously imbalanced, the difficulty curve is all over the place, and the game lacks a map for no discernible reason. I got the "secret ending" by jumping over a pit. Salt and Sanctuary just lacks all creativity, and that's what makes it difficult to recommend.

I haven't beaten it, and I might come back to it, but 11 hours in and it just feels like a deliberately taxing experience, putting annoyance over both challenge and entertainment. The art style is kinda eh and makes everything blend together, and most of the bosses are super forgetable (tree of men is kinda cool in all fairness). Hitboxes and telegraphs are horrifically underdeveloped at times with many encounters feeling like dicerolls in a game that shouldn't be based on luck. It's a shame because it is an ambitious game with some solid core mechanics, I just don't think it was designed with fun in mind. I may come back to give this another chance.

Alguém sabe quando esse jogo começa a ter bosses bons, um bom level design, uma dificuldade justa e bons mapas?

Comparisons to dark souls are probably one of the biggest cliches of game reviews, to the point that they've become a joke. They're often misused and add nothing to the conversation. With Salt and Sanctuary however it feels like this comparison cannot be avoided, because it adapts near every mechanical aspect of dark souls and carries it over into 2D. It's all there, from the basics to the more niche things, spare save points which restore healing and losing xp on death, the slow stamina based combat, stat leveling, resistances, a bunch of possible builds, from dex and strength to magic and wisdom, a bunch of these in isolation arent really the most telling but when so many of them are in one place, it becomes hard to see it any other way. Especially when the world of the game is in the same dark fantasy grim medieval atmosphere vein with npc's scattered around the world, the lore being told obtusely through item descriptions and there's even a covenant system. And even further on top of that there are light online mechanics with bloodstains and messages. If you name a mechanic from dark souls, there is a high chance that there is a similar one here.

I'm saying all that to illustrate that i think the comparison is inescapable because it feels like this game was made with the "dark souls in 2d" aim from the get go. And since it feels so central to the making of this game, it will also be pretty central in this review. I enjoy the souls games I've played quite a bit, so there's definitely worse games this could be biting from, the question is, how well does it make that transition?

It is a mixed bag, but as you can tell from my rating, a lot of it isn't all that succesful. There are a few mechanics that, whether by coincidence or not, are the same in souls yet work much less well here. For starters, the combat is very much in that same vein of rolling to dodge with iframes, having to time your attacks well etc. The game however rarely shakes it up with any of the strengths a platformer could have and instead sticks to the ground for the majority of the bosses, leading to your only responses to attacks being roll through them, away from them, or occasionally jump over them and the positioning on a straight line is much less interesting than on a flat plane. Most fights early game are very stale because of this since despite some different designs they feel very samey. The game sometimes attempts to shake this formula up but this more often than not backfires, with some pretty bad bosses(the tree of men and the mad alchemist as examples). In general the combat leaves a fair bit to be desired. First off there's the aformentioned movement limitation, which already makes it less dynamic, but there's also the fact that enemies have an annoying tendency to instantly turn around AND sometimes start up an attack without any delay upon turning around. This leads to another point, that being that enemy tells often just don't convey the weight of the attack and sometimes come too quick for the speed the game operates at. S&S really made me appreciate the animation work that has to go into a game like this since here it is sorely lacking with many enemies. It doesnt help that there's plenty of grab attacks with little tells that can also be chained together, leading to further frustration. There isn't a map, which makes navigating some of the areas and backtracking a confusing chore, and especially hurts it as a metroidvania making it much harder to keep track of every place you cannot progress through yet. This isn't so bad at the beginning but worsens as the game goes on and discouraged me from trying to explore more thoroughly since i'd usually end up just going back to places i already was and risked getting lost with all the salt i had accumulated. Not having any landmarks to recognize and orientate yourself from a distance or even really an objective makes the lack of a map really felt later in the game. Speaking of it being a metroidvania, it isn't really a good one either. 4/5 of the abilities you unlock serve pretty much only as glorified keys to get past their respective "doors" and are scarcely used as anything else. The wall jump sucks and as far as I'm aware can't even be used to scale down walls and only the air dash which you get as your very last upgrade serves a purpose beyond just gating progression. The game tries to include some sections focusing on platforming, and to be completely frank, it is not a good platformer. Ledge grabs and wall jumps can feel janky, the character movement isn't anything worth writing home about and worst of all, fall damage can be lethal and it's hard to tell what's death pit and what isn't, and many of the levels have vertical designs which often have plenty of those. This is another aspect it shares with souls that i think is a pretty frustrating inclusion in this context.

Now I'll admit, many of those are nitpicks that by themselves wouldn't amount to much. I'll also admit that it's not like dark souls is without its shortcomings, cheap moments and annoying sections and design decisions. The issue i have here is that many of these small things pile up and make the game more and more frustrating as it goes on and there's not really any saving grace that could make me tolerate these moments. I struggle to name an enemy or boss i found enjoyable to fight, the best i get to is an "it was alright". There's also the additional feeling that what I'm playing is pretty much an inferior version of something i enjoy more. I could maybe overlook these issues if the game was doing something of its own, or if at least it had some strengths that overshadow it, so does Salt & Sanctuary have anything that could serve that purpose?

Well, one of the strengths of it is the game's world. Despite my complaints about the lack of a map, which do still mostly apply, the world has a ton of interconnectivity, shortcuts and links back to previous areas, which are often unexpected and pleasantly surprising, partially thanks to how lost the game can make you feel so finding familiar ground can be quite relieving. This is the only aspect where the lack of a map almost works to its advantage but it isnt really worth all the issues it causes. The game could've had a chance to set itself apart with its world, aesthetic, areas and lore and while it sometimes tries to do something unique, there is one moment which completely broke my suspension of disbelief.

Late in the game there is an area called Siam Lake, and it is pretty much an exact copy of Ash Lake from DS1. This moment completely baffled me, since despite the game already biting from Dark Souls so hard, I wasn't expecting it to straight up copy an existing area. This is the moment that made me mentally check out from the game since while i was willing to give the game some credit before, it felt like it had stepped over a line here and in the process completely gave up its own identity. Not only was it taking most of the mechanical base from souls, it was now directly taking its aesthetic too. At that point, what does the game have to set itself apart at all and not just permanently exist in the shadow of its inspiration? Worse still, it planted an idea in my head that if the game was willing to go so far as to copy an entire area, what else could it have copied that i didn't know about? What if something else that i thought was cool was just ripped from a different game that i haven't played? It is a pretty insidious thought but if the game did it once i wouldnt even be surprised if it repeated that.

As a side tangent that i couldn't cleanly fit elsewhere, while the aesthetic is something a bit different, i think the game kind of drops the ball on music and visual variety. While there's different areas and some are neat, it feels like there's too many dull shades of gray, brown and green that make it tiring after a while and there's only 2 different boss themes and 3 background tracks that play at random in the world. Both of those arent bad on their own but they get old when repeated so much, especially some of the background ones. This all just further added onto my fatigue with the game's mechanics.

So all in all, my experience with Salt & Sanctuary has been mostly negative. I find playing it a slog, its influences are so obvious that they're impossible to ignore, yet it is completely overshadowed by them in near every aspect and ends up with almost no identity of its own. There are some moments and ideas that show some spark of potential and a few things that are carried over from its influences still remain engaging but when they're put in a game i find as miserable to play as this, i find them to have little value.

Hands down the most accurate translation of the Stamina-Action trend that dark souls set turned into a 2D Explore'em up. Fun enough to log atleast a couple playthroughs but it's very easy to become frustrated with a 2d game with no map

This game is great! It's clear that it wants to just be 2D Dark Souls, and it's good at that, but it does also have some neat ideas of its own (e.g. the level up system). I beat the game and immediately started a new playthrough, which is generally the highest praise I can give this kind of game.

I do really wish this game had an in game map though. A lot of the screens look very similar, so it's frustrating to try and figure out where I have and have not been before.

3.3 on Backloggd?! Harsh. Sure, it's no Hollow Knight, but it's still pretty dang good.

Nameless God killed my familly and burned my crops

This review contains spoilers

Salt and Sanctuary is a beloved game, and rightfully so. It has everything a souls-like should have, tight combat mechanics, challenging bosses with varied move-sets and phases, interesting lore and a large map with various different areas, each having their own unique style and visual differences. Not to mention the sheer amount of content that the game offers you. Especially considering the fact that the game was developed by 2 individuals, which in itself is commendable. To come up with an entire souls-like must've been a daunting task indeed.

But honestly the game doesn't come without it's shortcomings and since I've already got a lot of the positives out of the way, I want to focus on the more negative aspects here. First off, the balancing of some bosses is off, like way off. For example, the boss Witch of the Lake has a very interesting move-set, which is heavily based on the use of arcane magic and she can just... one shot you, a lot, in fact it happens even when you have an armor set equipped that has high arcane resistance. We can also take a look at bosses like The Nameless God and The Bloodless Prince, one of which has moves that just happen in an instant, with no telegraphing on the moves or anything, while the other one has a move that you practically cannot dodge, at all (thankfully it doesn't do as much damage as WotL's arcane machine guns but still). Then you have bosses like Tree of Men which just feels inspired by The Bed of Chaos from Dark Souls 1. I feel like the bosses could've used a bit more polishing because there are some excellent bosses within it which I really liked. Such as the first boss of the entire game, The Sodden Knight, the telegraphing on his attacks, the varied move-set, and how he has subtle phases to him, which I found absolutely amazing and he's not the only one, but the point I'm trying to make, is that such wonky design issues on bosses could've been polished a little more.

The OSTs in this game are a mixed bag for me as well, there are some very atmospheric tracks present in it but for a game that's this massive, I feel like there was a severe lack of soundtracks for different areas and bosses in general. Moving onto mechanics, I would like to focus on just one since a lot of the other mechanics are fairly polished and balanced, but the ledge climbing mechanic is kind of messed up and it feels as if it's dictated by RnG as to when it does want to snap your character to the ledges and when it doesn't. I'm sure that isn't the case, but that's what it felt like. A lot of the platforming (there's a lot of platforming in this game) is dictated by that mechanic and when it doesn't work, it can make the game-play feel incredibly frustrating.

Those are all the issues I had with the game, and genuinely, I still really enjoyed it. For all it's shortcomings, the game has a lot more to offer and you can just see how passionate the developers are for this genre. They've really went all out with this title, there's a LOT to like here and you're getting a bang for your buck. All my criticisms are the things that I personally found annoying and frustrating and I feel like they should be pointed out. Anyways, definitely recommended if you're into the souls games or the souls-like genre, or if you just like passionate projects like this. It's not perfect, but it's worth it.


waiting for the sequel
pepper and portland

It's a decent game and one of the better Souls-likes for sure.
Worldbuilding and design are alright but often feel too bland to get invested enough.
I wish there would have been something like a map to navigate through the areas since the layout can get a little confusing at times and all the shortcuts to previous areas just add to this.
Build variety is great, the whole skill-tree however way too overcomplicated.
Combat is fortunately simple and satisyfying. Light and heavy attacks transition mostly nicely and feel like there is weight behind them, the hit feedback is also good. Pulling off a parry and the sequential riposte feel great.
Worst parts of the game are probably the platforming, which is just never really fun and the bosses out of which there are simply too many. You can enounter up to three in one area and they're usually either absolute pushovers or annoying. There's no boss I would describe as truly fun, challenging or even memorable, something I wish the game would have focused more on since the devs are so obvious Souls fans up to the point that they even straight up ripped off a Dark Souls boss...
A quality over quantity approach would have surely improved a lot in that regard.

If you're in for a good souls-like give it a play, but don't expect it to redefine much or improve on the formula.

Best 2D Soulslike, one of the best metroidvanias in recent years, its so lovely you guys.

Bom demais, Soulslike 2D, difícil ser ruim, to no aguardo da sequência