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 had pretty low standards and expectations when it came to this game, primarily because it was a 2D soulslike and the first of its kind. However, with the release of GRIME in 2021, I can proudly say that GRIME blows this game completely out of the water. I won't gush about GRIME here but GRIME is this game but exponentially better. The only thing this game has that GRIME doesn't is the co-op. Overall, pretty mid.
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.
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.
Salt and Sanctuary is singular in its success at sussing out the essence of Souls, if not in world-building, but at least in "feel". Mind you that the former element is a crucial complement to the latter, making Souls Souls. I could map out the grand cosmology of the Dark Souls trilogy and even draw thematic lines to Demon's Souls and Bloodborne, but I couldn't tell you a thing about the lore behind the fog-filled alkaline island of S&S.
It's a compromised achievement, but what an achievement it is nevertheless. Heft is key to making combat consequential in Souls. In Salt and Sanctuary, claymores (or should i say kureimoas) cleave bodies, hammers crush heads, pistols blast fire on faces, and successful ripostes end in explosions of blood, gold, and salt. Accomplishing all this after removing depth is remarkable.
This weightiness doesn't burden the movement, which is all the more emphasized in the flattened world where vertical traversal is integral. It's slow going in the beginning, but its Metroidvaniness will have the player zipping about the intricately interconnected levels. It distinguishes the game from its biggest inspiration, and it just feels right to wall jump and air dash. It also led to most of my deaths with the many long falls and dissipating platforms that expand every area. It's a strange reproduction of the risk/reward tension of progression in Souls, but what's a Souls experience without frustration born out of a lack of patience?
It's a compromised achievement, but what an achievement it is nevertheless. Heft is key to making combat consequential in Souls. In Salt and Sanctuary, claymores (or should i say kureimoas) cleave bodies, hammers crush heads, pistols blast fire on faces, and successful ripostes end in explosions of blood, gold, and salt. Accomplishing all this after removing depth is remarkable.
This weightiness doesn't burden the movement, which is all the more emphasized in the flattened world where vertical traversal is integral. It's slow going in the beginning, but its Metroidvaniness will have the player zipping about the intricately interconnected levels. It distinguishes the game from its biggest inspiration, and it just feels right to wall jump and air dash. It also led to most of my deaths with the many long falls and dissipating platforms that expand every area. It's a strange reproduction of the risk/reward tension of progression in Souls, but what's a Souls experience without frustration born out of a lack of patience?
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.
This is a very well-made 2D soulslike game. I thought I'd like this more than Dark Souls due to the 2D nature of it, but like the Dark Souls games, the difficulty eventually got to me, and I'm not a fan of replaying the same sections of game over and over and over just to die at the same spot and lose all my progress and XP.
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.
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.
Solid 2D action RPG that wears its influence (Dark Souls) on its sleeve.
Like the Souls-series games, it has lots of unique bosses and enemies, divergent build variety as you progress, and a dark setting, story and atmosphere.
It does feel a bit lacking in originality due to it clinging so tightly to its inspiration.
If the idea of Dark Souls but in 2D appeals to you, then I would highly recommend this game.
Like the Souls-series games, it has lots of unique bosses and enemies, divergent build variety as you progress, and a dark setting, story and atmosphere.
It does feel a bit lacking in originality due to it clinging so tightly to its inspiration.
If the idea of Dark Souls but in 2D appeals to you, then I would highly recommend this game.