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Sunday, November 12, 2023 11:55:22 AM

Salt and Sacrifice Review (Cipher Stormwolf)

This game is not bad but also not good. It is in desperate need of balancing patches and some changes to core mechanics.
+ So far leveldesign is not bad, most areas connect back to earlier areas via shortcuts or metroidvania items. What bothers me a little bit is how hard it is to see some traps, be watchfull! The game also is not one interconnected world like the first game and instead lets you use a portal to reach different areas via a runesystem.
+ Enemies look amazing and the higher their tier is the more attackpatterns they have (trashmobs > ranged > challenging variants > minibosses > proper bosses / mages), there is monster infighting which I like a lot. You guys should cut down on the hazecursed enemies those are spawning endlessly all around you during magehunts and will attack you and the mage.
- The magefights... oh boy. Someone had the foolish idea that there should be bosses that run away from you like in monsterhunter, but it doesnt work in this game. Monsterhunter has amazingly choreographed combat and interactible traps and the like, this game has nothing like that. To top it off you have to redo magefights over and over for crafting and upgrade material, this means you have to redo the hunting them down part (when you die as well)...
If you want to try many weapons you will have to play a LOT and artificially raise your playtime. If you look up the weapons then the whole magic of finding out what you can get from defeating the mages is gone... Come on, make us hunt them once and give a simple way to fight them again after. The mages also become more powerfull after defeating them once.
- The mages can summon creatures at any time during the fights and those guys can be as dangerous as a miniboss. This can be very frustrating because there is NO cooldown, they just spam those guys out and some even buff the mage...
The mages also have a lot of attacks that are AoE and will hit the whole arena and they are also able to spam these. Easy fix would be to add cooldowns and make them use their melee more, which would let the player actually parry them.
By the way this works differently than the first game, you perfect block now. Make it work like in Elden Ring where you need to parry a boss multiple times in certain timeframe in order to make them vulnerable! I have not parried a boss yet, not sure if you even can.
+/- The whole armorsystem and damagetypes have been changed. This is a weird one, they removed slash, piercing and blunt damage (its all physical now) but added a lot of other damagetypes instead that are mixed. Would be nice if the tactical mace would make a return for those undead or shell/armor bearing enemies but no, instead you have to think about your mixed damagetypes like dark + cold or poison + something. I have yet to see an enemy poisened by my attacks. I am going to make a dedicated poisonbuild for my next playthrough, but I have yet to finish my first game.
+ I have a bow that deals light+fire damage for example, this is really cool but I feel like there are physical variants missing that are viable for use. There are concoctions which can be used to add elementaldamage to your weapon and it seems to work with any weapon.
Oh I forgot, the mageweapons which you craft can use some kind of weaponart while regular weapons cant, I have not seen one that has an ability. Missed chance, add the ability to find arts and change scaling through them! Yes that would be like Elden Ring but that system is amazing and could be build upon! Please consider.
- Armor, poise doesnt seem to do anything, is it glitched/bugged? Poise for enemies is also a little weird too, made a character for testing and a greathammer does in fact interrupt more often. Because of poise juggling of your character is real and it ruins the experience when it happens, same with being flung off into all kinds of direction, especially off of things... Having a fight against a windmage on small platforms combined with incredible "throwing" ability of windmagic is no fun and the summons can do it as well. LOL.
- It is currently to easy for enemies or traps to interupt you completely during jumps, they hit and kill your momentum in an instant. There are some areas where there are automatic traps and I cant see how it is possible to reach the other side and get the loot. The devs have been really sadistic with some of the placements of traps, ranged enemies and destructable groundsurfaces.
- When you die your bloodstain will be left where you died, makes sense right? But what if you fall or get flung off somewhere high? Then it is down AAAAAAAALLLLL the way there. This can mean that you cant reach it anymore.
- Before I forget, character creation... You cant see the stats of the classes and cant tell what your starting gift is... perfect design choice >sarcasm. Fix that asap. You can guess from the name what you will likely get but that is bad design. Make it clear!

Long story short, the devs have been on holiday while the game was out on Epic, well I guess as there are no means over there to report bugs (funfact there is in game) to them or tell them grievances (no forum on Epic) that is how it had to go.
I jest, but the whole situation feels like a joke. You had year to tweak the game to make it fully enjoyable and messed it up.
This game can be fixed with little effort, just tweak the numbers and add cooldowns to things and fix what seem to be bugs. Think about adding some more fun gamemechanics! I like the game it has some cool stuff, but the issues are too huge to ignore!