Small (Jesus Christ, it's a novel) update: I got Salt & Sanctuary based on the recommendations in this thread and after watching ten minutes or so of a Let's Play just to get an idea of how it ticks. The Mr. Lemon Head faces are a bit odd, but whatever.
I was really impressed by S&S for the first few hours, but now that I've beaten the third boss (fourth counting the Unspeakable Deep) and am creeping around Sunken Keep, the wombo-comboing Retchfeeders have me reflecting on some of the game's flaws. Note that I've played Demon's Souls, Dark Souls, Dark Souls II, Dragon's Dogma, several Monster Hunters, and Hollow Knight to completion (or nearly to completion, in the case of HK), I beat the Unspeakable Deep on my second try, and I haven't yet permanently lost any salt. I've been around the block with these types of games and I have a basis for comparison.
The biggest flaw I've noticed is the poor implementation of aiming ranged weapons with a console controller. It's fucking horrible. I own a controller for the exclusive purpose of playing platformers, twin stick shooters, and a few outliers such as GTA. It seems I'll have to get used to using M&K for this game if I want to aim properly.
Something just feels not quite right about the boss fights to me. Yes, there is the usual need to observe the bosses and learn their patterns and timing, but character mobility and terrain is limited in Dark Souls fashion (i.e. no sproinging and air-dashing around huge areas whimsically like Mega Man or Samus). So far, all of the bosses have been ground-bound on a completely flat plane and dominate the screen. They also tend to have forward-facing attacks with incredible reach and damage. Thus once their patterns are learned, the idea is pretty much to roll behind them at the correct time and hit them in the back of the calf, staying behind them until they croak. The Queen has been the only exception so far since you can feasibly block, but in most ways (flat plane, no jumping over, etc.), was still very similar. The strategy possibilities are same-y and limited, and when I had a look online, found many players with similar complaints.
Then there are normal enemies. Fighting them doesn't seem to have the same hard-but-fair, give-and-take nuanced cadence of enemies in Souls games and so on. The art style is a bit muddy and desaturated, and a common device is for enemies to pop out of the background from nowhere with a brief animation and a bit of sound. When you can see them plainly, many of the non-humanoids have lightning-quick, oftentimes unblockable stunlock- and tackle-type attacks. So far I've found that the best way by far to deal with most of these isn't to employ skill per se, but to employ timing to essentially smash everything with overwhelming force (playing a Cleric with Haymaker currently) either as it spawns, or when it's charging and almost within range. Rolling is very risky with normal enemies because they can turn on an absolute dime mid-combo. Anything with a shield is a bit different, but even so most fodder enemies can be overwhelmed without any need to block or parry.
It just all seems a bit off. I think a lot of it's down to trying to clone Souls on a 2D plane. It really doesn't lend itself terribly well to this type of grounded, gritty, ideally cadenced gameplay, I don't think. It's not horrible and I will probably complete the game, but something's off.