Reviews from

in the past


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

After MONTHS of watching it from afar on PlayStation waiting for it to arrive on PC, on launch day I bought it without thinking about it. Curious move to launch it not long after the release of Dark Souls 3 as it is a very Souls/Bloodborne-inspired title.

While the game is inspired by the Soulsborne series, A LOT of mechanics are left unexplained and added in the most frustrating way.
The level-up works through skill trees, but they are very confusing and low-key repetitive in the type of abilities you can unlock. You can't level up HP they increase automatically, which leads to being two-hit killed by every boss.
Fall damage is very inconsistent making it frustrating when death is the result of a fall that looked completely safe.

The level design is quite admirable, well interconnected and it’s nice coming back to previous maps with crazy shortcuts. The enemies are unique and it's fun to try various ways to kill or overcome them. The thing I liked the most was the inclusion of typical platformer mechanics like double jumping or wall-jumping, which makes everything extra fun, and with the level design almost Metroidvania-like, adds a reason for backtracking!
The only bad thing about exploration was the soundtrack with what felt like only 2 tracks, one for exploration and one for the boss fights for most of the game.

The boss fights are somewhat nice, but not very interesting and a bit unbalanced. With each hit taken, the life bar decreases until it reaches half – like in Dark Souls 2 - and decreasing the minimum possible life results in being one-hit killed. The most frustrating thing is that the health bar goes lower even when using a shield with 100% defense to the damage you're taking!
Difficulty is an important key in these titles, and boss fights should teach you something with each death leading to victory, and here I didn't have this feeling, on the contrary, they made me want to rush the kill as fast as possible. I often felt pushed towards entering the arena and being done as fast as possible before taking damage lowering my health to half. I even ended up trying to shield as little as possible, or the health bar would be lowered anyway.
My build was shield and sword too...
In the words of the great Kennedy Davenport: "f*ck my drag", I guess.
I dwell on this a lot because most bosses are quite simple, with few moves for the whole fight, and while there is nothing wrong with that, I should not be punished for my build choices.
Last but not least, when rolling, unless performed right next to the boss, won't let you go behind the boss, and most attacks have just enough attack frames that although your roll might be perfect, it’ll still come through and damage you lowering the damn health bar.
So I can't dodge, nor shield.

As one of the first attempts at making a 2D souls-like, although with some successes, devs also failed at making some of the mechanics fun instead of just frustrating. I’m sure that if I had chosen to do a ranged build instead of sword and shield, which the game was clearly not thought for, would have made it more fun for me in particular.
And years after, I had this confirmed by many friends who loved the game...they also had ranged builds.

5/10