Godstrike is a 3D boss rush bullet hell where time is your health and currency. Face and defeat powerful bosses before time runs out. Taking damage and using abilities drains your remaining combat time, so watch out!
SKILLS
Unlock over 40 unique abilities by defeating bosses. Customize...
Godstrike is a 3D boss rush bullet hell where time is your health and currency. Face and defeat powerful bosses before time runs out. Taking damage and using abilities drains your remaining combat time, so watch out!
SKILLS
Unlock over 40 unique abilities by defeating bosses. Customize Talaal’s loadout before each battle to create powerful combos, ability synergies, and a playstyle that’s entirely your own!
STORY
In Godstrike you are the embodiment of Talaal, the last of God’s seven masks. Talaal finds her bearer just in time to fight against its siblings who hunt her in an attempt to absorb the power within the mask. The bearer is now trapped in a war that does not belong to her, a cycle that seems impossible to break.
FEATURES
Customizable ability loadouts, allowing the players to optimize their game style.
Competition focused gameplay so you can challenge your friends and beat the highscores.
Multiple game modes, including Roguelite-style mode!
Twitch compatibility allowing viewers to affect the game, upgrading and refreshing the game experience.
The concept that my HP is draining every second, so even if I reach the last phase of a bossfight withouth being hit once i still can't allow myself to being hit is unreasonable.
Aiming
I see a croshair? during loading screen, yet it's not there while fighting.. I don't know what the developers intended aiming-field but the hardest part of this game is to constantly hit the target no joke.
IMO aiming is very bad in this game, while the main concept is that the faster you finish the phase the more hp you will have for the next, does not make sense. Tried both mouse and controller and both kinda sucks.
There is an easy mode and I felt terrible beating the boss like that You could beat anything blindfolded just circiling around lol.
Twin stick shooter boss arena with a neat concept that feels a little half baked.
Gameplay: Move with the left stick, shoot with the second. Each boss is a timed fight, but getting hit also reduces your time serving as your health. You can't restore time/health which was a good choice because each hit adds to the pressure of the time limit. You still get one final hit after time runs out so it's never feels cheap. I beat a few bosses well over the time limit because I got scared and got careful. There's no inherent dodge/guard so bosses can feel very robotic to ensure your normal movement speed is always enough to avoid getting hit. Their are active powers that can be purchased with time (reducing your healt), but they are a little lackluster and I found myself using the homing and overpower skills primarily. The difficulty is pretty reasonable. I would have like a slightly harder mode.
Visuals: Colorful and easy to distinguish terrain, bosses and anything that can damage you. My only complaint is that the bosses don't feel consistant. You fight anything from a totem to a giant skill which no ryme or reason why they look like that. It's fine for the gameplay, but it makes the world feel incongruous.
Audio: Good sound design, but unremarkable.
Story: Very little here. You're frontloaded a pictured text crawl, and you get some quotes inbetween bosses, but there's nothing to hold on to. It would have been neat if each boss had some backstory you could unlock.
Extras: There isn't much to do once you beat the last boss. There's a challenge mode where you fight random bosses with random abilities, a daily challenge and an arena where you can fight anything with any power. It would have been great to have specific challenges like 'beat this boss in x seconds', but there's just nothing. Shame because there's promise in this concept.
Last word: Definitely worth it when on sale for $5. I enjoyed my time, but the lack of extras can't justify the normal $15.
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Last 30 daysLast 90 daysLast 6 monthsWheneverAfter releaseDuring Early Access
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