![]() However, this creates an awkward synergy. This is when Godfall is actually fun to play, as its complicated combat system needs to be skillfully utilized to progress. If a dot appears on a boss at any time, point your cursor at it and quickly strike, causing them to stagger temporarily. If the boss glows red, dodge away as fast as possible. If the boss glows blue or tosses a projectile at you, get ready to parry and strike. Additionally, you have to react in specific ways against every move. If you make one wrong move, nearly half of your health could disappear, and you’re only given three healing items. There are a lot of ways to approach each fight and its combat system is surprisingly intricate. Now all those strategic button presses make sense as does the constant equipment upgrades. While the majority of the game is far too forgiving, you can seem a glimmer of what Godfall could be. This is what the entirety of the game should play like. ![]() If you die during a phase, the boss regains all health lost and you have to try again. These enemies are classified as “lieutenants,” and each of them comes with a number of phases. Thankfully, death carries some weight during a boss fight. I’ve spent 15 hours with Godfall and a large majority of it involved mindlessly pressing the attack buttons in random sequences to proceed through an area. For a game so focused on these systems to undeliver in how it has the player approach combat is a pretty severe oversight. Looting is its secondary mechanic, but in the end, that’s also in the service of enhancing your combat abilities. Furthermore, Godfall’s gameplay loop relies heavily on this combat system.
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