Salt and Sacrifice is a Sidegrade Sequel

DOUBLE THE SALT

Salt and Sanctuary by Ska Studios was one of the more solid 2D attempts at making a soulslike along with metroidvania progression. While the game wasn’t perfect, the mysterious world, disturbing character designs, and challenging gameplay made it a highlight of the year. With Salt and Sacrifice, the developers have experimented in a new way that unfortunately does drag things down a bit.

Mage Madness

The story finds you in a completely new area from the original. After being imprisoned for a crime, your only options are to either rot in jail or become an inquisitor who hunts mages. Taking the latter, you head towards the land of the mages, and in typical soulslike fashion, you’re killed within 30 seconds of playing. Revived via the pact you made, your only way to get free of your pact is to find a cure and take out every mage you see along the way.

The basics of the first game are here, as you are free to customize your character from a variety of weapons and gear that can be found or crafted. The original’s massive skill tree has been expanded with more classes and options. The class and armor perks are required for you to use weapons and armor pieces of certain levels respectively. Unlike the first game, your “eastus” flask here can be upgraded via crafting as opposed to specific nodes on the tree.

Right away, a lot of the more archaic aspects of the first game are gone. The faction/idol system of the first game — where you could set up bases for different groups by using consumable items is no more. But the real twist, and major gameplay difference between the two games, come with a new focus.

Monster Mage

The first game easily fit as a metroidvania soulslike, but with Salt and Sacrifice, the developers have taken inspiration from Monster Hunter. Instead of one hugely connected world, the game is split between different self-contained zones. While there are still major upgrades that add new tech hidden throughout the world, progress is now locked via “mage doors.” To open these doors up, you need to find, kill, and consume the heart of a certain number of mages.

The mages themselves act like the monsters from Monster Hunter — they will randomly go around the area causing trouble. Each mage has a set of attacks and summons they can use. As you do damage to them, they’ll warp around until you’ve done enough damage to trigger the boss fight. Killing the mage will reward you with the heart the first time you kill them and droppable resources. Like Monster Hunter, there is a random assortment of goods that will be given, and this is a part of a greater focus on crafting.

Most of your gear will come from crafting them out of the resources from mages. Killing a mage can also reward artifacts that come in different rarities and levels. As you explore each zone, you may also come across a book that will allow you to set up repeatable hunts, but the mages will also show up randomly as you make progress.

Boss fights range from easy to incredibly annoying to fight due to the combat system

Your two forms of major progress will come from unlocking more areas and finding inquisitor tools that take the place of the brands as your metroidvania unlocks.

All this adds up to a game that feels different than the first, but Salt and Sacrifice also shows the limitations of the mechanics and not in the best way.

Ragdoll Rage

The original’s combat system was good and served the purpose given the mechanics at work. With Salt and Sacrifice and the changes made to the overall pacing, we can see some major pain points with the transition to hunts.

Stamina, which is used for attacking and defending, feels very low compared to the first. It is very easy to run out even with a few basic attacks or dodging at the start considering how much gets thrown your way. The mages themselves fight with random patterns, but said patterns are not equal. Many of them have attacks that require your full attention to dodge, and the AI has a habit of spamming this attack several times in a row — making it near impossible to dodge everything or get in for a hit.

Here’s the big point, when your character is in the air or standing, their hitbox will take every attack that connects; you are only immune to damage when you are lying on the ground. For spam attacks, if one hits you, there is a good chance the next five will hit as well. Anytime the player is knocked into the air, you cannot always air recover out of it, and more than likely, you are going to take more damage while you are helpless.

It is very easy in this game to go from full health to dead from a single attack that either stun locks you, or all the individual projectiles connect and wipe you out. Fortunately, mage health does not regenerate when you die outside of the actual boss encounters, but the rest of the enemies come back.

One thing that doesn’t come back is your resources. For this game, your healing flask and ammunition for your range weapon require you to gather resources and craft them. In the first game, your flask would also be restored back to its capacity at checkpoints. This system is an odd choice given the difficulty and how easy it is to drain them. But these decisions emphasize a point about Salt and Sacrifice’s design changes and how it is far more grinding than the first game.

Grind Souls

The first game had grinding in the traditional sense of getting enough salt to unlock levels and get upgrade materials. Here, the amount of grinding has been increased. Not only do you need to grind areas for basic resources, but you need to grind mage encounters and their spawns for upgrade materials, along with different ones for the various weapons.

While the game will track a named mage during a hunt, you cannot set it to track wandering mages while you are exploring a zone. Good luck keeping track of one if they decide to warp while they are just slightly off screen from you. This could be forgiven if not for one major problem — the game has no in-game maps or guide markers. Trying to remember where all the heart doors are becomes frustrating when you start having multiple ones at different thresholds. When you die, there is no indication where your death spot is, and if you die from a fall, the drop point shows up where you landed, not where you fell.

Each biome only has one warp point at the start of it, and you can only do leveling up and gear upgrades back at the hub. I do like the shortcuts that you can open that allow you to quickly get back to certain areas, but there is still a lot of backtracking that will need to be done.

Feeling Salty

Salt and Sacrifice despite being the sequel feels like a step back and shows the limitations of the combat system. If you haven’t played the first game yet, I easily recommend that one for your 2D soulslike fix. This isn’t a bad game, but it just feels like two steps forward and three steps back.

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Indie Store Page Review for the Last Defense

Besides reviewing indie games, I also review store pages and provide help with marketing indie games. I’m always looking for store pages to review if you would like me to check out yours, please get in touch. For this episode, this is the game The Last Defense

Unexplored 2: The Wayfarer’s Legacy

Today is the launch date of Unexplored 2! (Steam) The sequel to one of the more interesting roguelites of recent years, the original simulated a game world with a lot of depth, and played a lot like a real-time version of a classic roguelike with updated graphics.

I did a Q&A with the makers over on Game Developer a couple of months ago! (I can’t seem to find it right now, though….) They also have a dev blog over there if you’re interested in its creation!

So. Um. Have a trailer!

Godot Wild Jam

We live in a golden age of game jams, thousands of people every month make little games in absurdly short amounts of times, and surprisingly often those games are even interesting! What that says about the nature of game creation is very interesting, but not the subject here. That would be Godot Wild Jam (itch.io), a monthly themed and judged jam where the thread of continuity is the use of Godot, the amazingly small yet feature-packed free and open source game development system.

Since it’s monthly, and I’m writing this three weeks ahead of time, I don’t really know who’ll win the one currently in the offing. The previous jam as of this writing was won by Stranded on Ice. You can look through all the entries on Godot Wild Jam 44’s itch page, or ALL the entries throughout the jam’s history by browsing through itch’s #godotwildjam tag.

Rogue Legacy 2 is a Roguelite Return

THE ORIGINAL ROGUELITE

Rogue Legacy is the game that popularized what would become the sub-genre known as “roguelite” — the idea of having a focus on persistence as progression in a roguelike. Since its release, the roguelike and lite genres have blown up across the board. With all these new flavors, Rogue Legacy 2 has recently left early access and now asks the question: can the original roguelite show these newcomers some new tricks?

The Liter Side

The basic gameplay of the original returns with a new story. A Kingdom has fallen to a mysterious corruption, the guardians have been taken over by a strange force, and you once again sign away your life and your descendants to Charon to figure out what’s going on. The upgraded visuals are impressive, with improved lighting that makes everything pop.

If you missed the first one, the progression of the game comes in the form of your estate/castle. Gold, earned by killing enemies and finding treasure chests can be used after a run to add additions to your castle. These additions become progressively more expensive, but they will unlock new classes, raise stats, add new quality of life features, and more.

In runs, you can find blueprints that can be used to acquire new equipment pieces with a set bonus for wearing them all. Unlike the first game, your major improvements this time come in the form of heirlooms that are placed in each biome. Once unlocked, they stay active for the rest of the game. Runes, that offer passive bonuses, are still locked to completing a variety of puzzles and mini challenges throughout the world. A new unlock is in the form of “scars” which are bonus challenges whose resources can be used to unlock additional features and boost your stats even higher. The roguelite nature of Rogue Legacy 2 is on full display, and I can just see people attempting level 1 challenges or “low level” runs.

the persistence is back in full force

A new resource “resolve” acts as a reserve used to equip relics that provide a variety of passive bonuses that can be found in a run. Once your resolve gets less than 100, further drains will reduce your max health. These relics can be worth it and with the right ones can easily break a run.

Class diversity has been given a facelift with more classes, more special powers, and of course, more whacky traits. The traits were a big part of the original’s charm, with characters having traits that affect their run but can also earn you more gold for taking them.

Everything about Rogue Legacy 2 brings back the charm of the original, but it also brings back the issues I had as well.

Floaty Fighting

Of the variety of action roguelikes I’ve played, both Rogue Legacies feel the most inconsistent in terms of movement and combat for several reasons.

While it may not look like it, there are aspects of bullet hell in both games in how you must dodge attacks. Many enemies can launch all varieties of projectiles at you, some that track, some that can go through walls, etc. One of the biggest annoyances with the game is the lack of standardized alerts about oncoming attacks.

Some attacks the game will warn you that the enemy is about to do them, others they won’t. The same goes for incoming projectiles off-screen — some of them the game will let you know, other times you’ll get hit with no warning. It becomes very frustrating when you are trying to keep track of things and you can have three different projectiles and no way to tell how they behave. You have no invincibility frames while dashing (only one class gets an I-frame dodge), and it’s very common to have a situation where dodging one attack puts you right in front of another.

The enemy physics is one of the most frustrating aspects of the game, to the point that I’m glad that there is an assist option to disable damage when coming in contact. Many classes have attacks that don’t push the enemy back when you hit them. This can lead to issues of enemies that you’re trying to attack, and they just fly or dash straight into you and do damage. For classes that can crit off dash attacks, it is far too risky to use this move on the later areas as you’re increasing the chance of you taking more damage.

Since enemies don’t respond to attacks, you can dodge all their projectiles, get into melee range and start hitting, and they’ll launch an attack with no tell and hit you without any means of dodging. Many of my deaths came from situations where it felt like the game was just not giving me a way to succeed — rooms where projectiles come from all angles, with enemies of varying tells, that all hit like a truck if I run into them or their attacks. I found that range attacks can break the difficulty in a lot of the later areas simply by not having to try and duck and weave around projectiles while trying to hit enemies.

The Daily Grind

Rogue Legacy 2 is certainly a roguelite and is by far one of the most grind-heavy out there. Every form of progression will take time to gather the necessary resources to upgrade. As with the first game, the general positioning and difficulty of the biomes don’t change, which means that your best way of grinding resources is to always go to the hardest area you can in order to maximize the gold you find. Just like with the first game, and with roguelites in general, you’re going to have a lot of throwaway runs that are just there to grind resources before having your “serious runs.”

skill is still the primary factor in winning fights

The biggest hurdle to progress much like the first game is just how tanky the bosses are. Expect to spend a lot of minutes dodging the same patterns as you whittle down their health bars. A new feature that allows you to gain bonus damage requires you to hunt down clues in each biome. Damage is the most important stat, as killing enemies fast prevents them from firing back at you obviously. Because the cost of all upgrades gets progressively more expensive as you spend, it’s very easy to make things harder for you by getting upgrades that aren’t directly helping you but increasing the cost of everything else (the game has been patched with a recommended upgrade path). For people who do finish the game, there is an extensive array of post-game content and progressive difficulty if you really want to keep the rogue-lite-ness going.

A Family Reunion

Rogue Legacy 2 is the bigger, better-looking version of the first game. If you enjoyed the first game through and through, this is certainly more to love. If you were hoping for some refinements to the design and pain points, then this action family tree simulator still has some thorns to deal with. This is still the quintessential roguelite on the market and a must-play for fans of the original.

This was played with a press key provided by the publisher

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Audacity Games Releases Circus Convoy

Audacity Games is Activision co-founder, not to mention the creator of Pitfall! and A Boy and His Blob, David Crane, along with former Activision designers Garry and Dan Kitchen. They’re getting back into the games business with a new Atari VCS/2600 title now available, after three years of development: Circus Convoy!

With hardware acceleration, lots of crazy tricks are possible, as demonstrated in the recent post here on homebrew VCS carts. David Crane himself helped pioneer this approach with his seminal Pitfall II: Lost Caverns, whose original VCS version used a special chip to help make possible its many tricks. Well, Circus Convoy is notable in that it doesn’t use such tricks! It doesn’t use “hardware acceleration,” although I presume it still uses tricks like bank switching and additional RAM.

Take a look at the features and play guide pages on their website, and if it looks interesting to you and you still have a working Atari, maybe buy a cart? The prices do seem a bit high for a new VCS game in 2022, with the cheapest offerings at $55-60. But I’m sure there are hardcore VCS enthusiasts out there who are interested.

Homebrew Atari VCS/2600 Arcade Ports

The long-running Atari fansite AtariAge sells a number of carts that run on classic Atari VCS systems that make it do things you might not expect that system could do. Some of the most impressive of these are remakes of classic arcade games that go far beyond what was possible at the time. A number of these were developed by Champ Games. Here are links to a number of videos showing them off, although sone of the may not currently be in their store:

Galagon” – Wizard of WorZoo KeeperAvalancheScrambleSuper CobraMappy (especially this one!)

A few others, not from Champ Games: Aardvark (Anteater) – Venture ReloadedSpace Rocks (Asteroids) – Star CastlePac-ManDraconian (Bosconian)

ABAgames’ “Good Old Game Sound Generator”

Kenta Cho is a brilliant game maker, and he’s come up with a couple of generators that can generatively make short stretches of music, suitable for classic-inspired arcade games.

Short VGM Generator is on itch.io, and works by taking a pre-existing piece of music and attempting to make another piece of a similar style.

The Good Old Game Sound Generator is on GitHub, but for playing around you might be more interested in its Demo page. It takes a bit more effort to make something with it, but it’s a much more flexible tool. I must leave you to your own devices to make something of value, or at least of interest, using it.

The process that let him to create these tools is up on a page he made on dev.to. If you’re interested in generative music you should take a look!

Franken

Franken has made the internet rounds the past few days, being praised by Derek Yu and Video Game Dunkey. I was pointed to it by our own Kent Drebnar, the one-celled gaming organism who does news posts for us. It’s a free and short and free JRPG styled thing up on itch.io. It’s inspired by Final Fantasy VI, For The Frog The Bell Tolls, Moon, and Grow RPG! It’s made with OHRRPGCE, itself a fun, quirky and free RPG creation program.

HIGHWAY TO THE LEOPARD ZONE

It’s not really so much as game as a humor delivery mechanism and strongly-guided system of battles. There’s only one choice for actions throughout all the fights, but it’s more of a silly and good-hearted story that you experience through a Dragon Quest play system. It reminds me a lot of another JRPG homage for 3DS and Switch, Fairune, although without its sometimes maddening secret-finding, and with lots of quirky characters, which feel like they were imported from Undertale.

It’s only about an hour long, and did I mention it’s free, so I figure it’s well worth your time and money!

Trek to Yomi Review

Trek to Yomi just came out a few weeks ago and I went through it on stream, and while it certainly had style, the substance was lacking.

Nintendo Indie World Announced Games

In the style of huge corporations in the year 2022, Nintendo has announced a slate of upcoming indie games in the form of a video instead of a sensible text page. It fell to The Escapist to give us a nice text-form rundown of their impending offerings.

In the spirit of reducing things even further, the games on tap, with each game’s segment cued up for easy perusal, are:

  • Ooblets, from Glumberland, aggressively cute farming/monster sim.
  • Batora: Lost Haven, from Team17 and Stormind Games, sci-fi narrative action-RPG.
  • ElecHead, from Nama Takahashi, pixel-art puzzle/platformer that he started working on as a student, and started life as a game jam project.
  • Soundfall, from Drastic Games and Noodlecake, co-op rhythm action combat game. (Released today!)
  • Wildfrost, from Chucklefish and Deadpan Games, a “tactical roguelike deckbuilder.” (We have our own opinions as to what roguelike means.)
  • Totally Accurate Battle Simulator, from Landfall Games, a humorous physics-based combat simulation sandbox that first made waves on Steam.
  • Gunbrella, from doinksoft and Devolver Digital, a Wild West-themed “noir-pink” pixel-art Metroidvania. Not available until next year, though.
  • We Are OFK, from Team OFK, a episodic “indiepop music biopic” game (a lot of scare quotes this post, I admit) based on a band.
  • Silt, from Fireshine and Spiral Circus Games, an aquatic puzzle/exploration game with a monochrome silhouette aesthetic.
  • Mini Motorways, from Dinosaur Polo Club! A sequel to Mini Metro, I did a Q&A with its developers over at Game Developer! (For some reason it’s attributed to “staff,” but I assure you I wrote the questions for it.) It’s a strategy simulation game about laying out roads. (Released today!)
  • Wayward Strand, from ghost pattern, a narrative adventure game set in 1970s Australia with a time management element.
  • Cult of the Lamb, from Devolver Digital and Massive Monster, a cute procedurally-generated town-building game with action elements and dungeon exploration.
  • Another Crab’s Treasure, from Aggro Crab, which actively calls itself a “Souls-like” in its trailer, an action combat game about a hermit crab out on a quest. Hermit crabs find shells and other objects to serve as their home in real life, and this game incorporates that fact into the gameplay. Not out until next year, though.

At the end, there were a few short clips of other upcoming games: One Shot: World Machine Edition, Gibbon: Beyond the Trees (releases today), Idol Manager, Card Shark, Cursed to Golf, A Guidebook of Babel, and OPUS: Echo of Starsong: Full Bloom Edition.

Last-minute addition, here are Kyle and Krista, formerly of the Nintendo Minute and now with their own thang going on, reacting to the games:

Boundary Break does The Stanley Parable Ultra Deluxe

Boundary Break, a YouTube channel that looks into unused and off-limits areas left in game code, did a video on the expanded version of The Stanley Parable, and they managed to get a wonderful bit of in-character dialogue from the game’s narrator.

That’s the hook! The real reason to load it though is Boundary Break does nice work, finding out-of-bounds content in games. Also check out their recent video on Wii Sports, although note there’s an ad as part of the content. Folks gotta eat.