Reviews from

in the past


Play it with Resalted, makes it so much more enjoyable

talking about the vita version, probably the closest soulsborne (not just soulslike) but on-the-go experience u can get and i always wanted that since my recent obession into these sort of games.

also the art style started growing on me with it's late 2000s-ish edgy flash game aesthetic which sort of has a comeback with that whole "opium" trend in culture which u can also see in games like gunz the duel. i'm very glad the beauty of the flashgame era has a comeback this way albeit "flash being dead".

the weapon modification/tranmuting seems so deep and impressive that i didn't dare to even scratch it yet and which is something i have only seen in soulslikes/-bornes in elden ring's aow system and what i've seen and applauded from/in lies of p

Better than Dark Souls 1.

++ Art style
-- uninteresting gameplay

PR: ?? TR: ?? GP: 8 GR: 7,5 ES: 8 SO: 8 LO: 8,5 = 8


I did desperately want to play this all the way through, as I loved the vibe of it, designs, atmosphere and music were amazing, but sadly I struggled too much with initial difficulty the first time I played it and then again with the janky dodge/hitboxes after getting into Souls games. That's certainly more my fault than the games', though, but I do wish the combat was a bit smoother.

Thought this game was interesting but gave up halfway because it was failing to keep my attention. It also had way too many bosses.

The blandest of dark souls content if you could somehow make that content more bland and uninspired

This review contains spoilers

Buen juego, mejor de lo esperado. Lo peor es la estética de los personajes humanos, lo mejor el mapeado y sus interconexiones, consigue bien hacerte sentirte perdido y encontrar el camino justo cuando vas a perder la paciencia.
Algunos jefes parecen relleno, por ser opcionales y por no aportar nada diferente a otros.
Hacia la parte final pierde un poco de calidad, ya no son tan necesarios los atajos y las áreas parecen más simples. Se nota que bebe mucho de Dark Souls y eso es bueno, pero el jefe final intenta ser un Gwyn y no lo consigue.

Un bon metroidvania avec une bonne ambiance globale.

I had a good time with this one. I generally enjoy 2D games a lot, and this one offers a grim and dark, oppressive atmosphere and fun combat.

The skill-tree is not the most intuitive though, and can be unnecessarily overwhelming for a game that is otherwise relatively straightforward.

Salty and easy to platinum

Likely the best of the "souls like" genre, its like super crack if youre a souls fan

Some potential here but god damn does the combat leave a lot to be desired. After playing Blasphemous this games flaws stood out even more and I just can't torture myself much longer with it, 4/10

Souls and Sanctuary - El juego que Miyazaki haría Indie
Hablamos de un juego con alma y diverisón, pero en ningún caso con identidad propia, a pesar de todo, de su copia descarada sobre todo al primer Dark Souls, a pesar de copiar practicamente todas las mecánicas más apenas un par exclusivas, a pesar de ello, Salt and Sanctuary haría sentirse halagado a Miyazaki.

Se explica en trabajo, dedicación y esfuerzo por otorgar un producto, que si bien es algo más corto que un souls y sin online se vuelve rejugable, y como sus homónimos sueles querer buscar el platino.

Con ello quiero decir que Salt and Sanctuary con otros gráficos sería un triple A:

Historia.
Un viajero en un barco que naufraga a una isla o una tierra, como queramos verlo, donde todo es oscuro decadente y que esconde un lore profundo y que hay que descubrir al más puro estilo souls, pero para mi gusto mucho más escondido, aún, si se podía. Es difífil hacerse con su historia, creo que no tienen la base ni la profundidad de un souls, pero si su esquema, a pesar de ello, la calidad de la misma y la ambientación es sobrecogedora y de verdad te hace sentir parte de un souls.

Jugabilidad.
Excelsa, ataque fuerte, flojo, rodar y bloquear, un souls, pero con un toque de rapidez propios de un metroidvania, que hacen que funcione, de otra forma no funcionaría, además cuenta con cientos de armas, sets etc... A veces demsiados.
El árbol de habilidades es magnífico, un sistema de esferas al estilo FFX, pero dificulta recordar que habilidad querías, el diseño es difícil de intuir, imagino que porque su diseño es claramente hecho para ir con el ratón en PC, es un buen arbol pero complejo de verlo todo a un primer vistazo, eso si versátil al principio, luego todos tus personajes serán exactamente igual si juegas más partidas, que lo harás.

Diseño y gráficos
Son exactamente los enemigos de souls, o muy inspirados en ellos con algunos toques de bloodborne, un diseño de niveles también inspirado en la mezcla, pero con un mix metroidvania que le sienta de maravilla, y un mundo perfectamente interconectado, eso sí, olvídate de aprendértelo, es imposible, en Souls, sentías que podías recorrerte el mapa por su carácter "circular" En realida este mapa es mucho más horizontal que vertical y cuesta aprendérselo, hablando siempre de que se trata de un mapa considerable.

Sonido.
Con la misma inspiración funciona, funciona y funciona, melodías simples, escasas y silencios necesarios, Como un souls, pero igual de bien ejecutado, como toque personal, no me gusta esa melodía con guitarra eléctrica que meten a calzador y sin sentido alguno en algunos casos.

Conclusión.
Un souls, si te gustan los souls y encima los metroidvania, espérate horas de diversión, es lo mismo en 2d, no es tan brillante ni tan propio como hollow Knight, pero si es un brillante exponente. Si tienes que decidir entre este y hollow knight ve a por el segundo, pero lo cierto es que este, proporciona una diversión mas directa y parecida a un souls que el otro mencionado.

No debes perdértelo si amas la fórmula Soulsborne.

Amazing art style, really quite unique. The gameplay I felt it was kinda weird, got bored out of it quickly because of that uninteresting gameplay.

PR: ?? TR: ?? GP: 8 GR: 7,5 ES: 8 SO: 8 LO: 8,5 = 8

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

Good afternoon,

Thanks for your email. This game is 'good' and I enjoyed playing it with my wife. I think its fun to jump around and attack enemies and dying was funny. I especially liked it when the areas linked together like in a metroidcastlevania game. UNFORTunately this game could really do with a map, but instead it doesn't have one and that makes it stink a little bit

I got bored. Dark Souls but 2D and kinda ugly

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.

Some thoughts after one playthrough and the ng+ cleanup for the platinum; a really nice metroid-vania game. Each area felt distinct. However as the game went on, the challenge significantly dropped. I opted for a strength first build, as I usually do with this games. Upgrading to the max Kureimoa and a heavy armor I was able to steam through the later half of the game. I'll test it some other time with another build. The bosses had nice movesets and never felt cheap. The mobs felt a little underwhelming.
Overall a game that I would recommend and one that I will replay for sure.

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.


Was a cool game, nice 2s soulslike, laptop friendly

great game, salt lake and its boss can go die in a ditch tho

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.