![]() I'm hopeful that the last third of the game will pull out all the stops, but we'll see. That said, I wish more had been changed, rather than just increasing the amount of items you find around the map (quantities, not actual new items) and the health/salt of enemies. I think I'm just not the target demographic for this mod - most players have stated that it's a challenge for them, and I hope they get that feeling of "new" that we're all looking for. I've just beaten the witch and it's been an easier run than all of my vanilla runs, since Prayers cost literally nothing to use and I can just spam healing spells and holy buffs until everything melts. But it might be too much - my dagger 1-shots everything. Its recent follow-up, Salt and Sacrifice, begs the question of how close a sophomore effort should stick to the source material that originally inspired its predecessor and how much leeway it should get in forging a new(ish) path. Also, the mod buffed scaling with certain early game weapons, like the dagger. Ska Studios’ 2016 outing Salt and Sanctuary was an extremely competent 2D take on the Soulslike action RPG formula. That's insane.I literally finished my build before I even got to the Sodden Knight. After beating the Unspeakable Deep, I had enough salt to get to level 45. Gotta say, it was refreshing to see new enemies in new places, and even find a few new enemies that I've never seen before! I also really liked that armors and shields now feel unique, since they all have different stat boosts and abilities. ![]() Made it about 2/3 of the way through the game this morning, finishing it up tomorrow. ![]()
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