The popular dungeon-crawling RPG series returns! Take your party into procedurally-generated dungeons, fight in turn-based battles, loot and level up! Explore the land and uncover the mysteries of the Godfall!
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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Let me start by saying that while i recommend this game, unless you were/are an avid fan of the original free games online, that this game probably doesn't merit the 15 dollar price. I personally was happy to pay that price since the original games had provided me years of fun and i felt that the developer deserved getting paid for how much entertainment his games have given me. The gameplay largely sticks to the foundations and mechanics of the previous games with some minor variations. It is a party-based tactical RPG in which your group(s) of mercenaries go about clearing dungeons, accepting bounties, and fulfilling missions. The tactics aspect is deep enough to make you think about your moves, yet not so complex that you'll be spending too much time doing so. The enemies are varied by races, classes, etc though with how long some dungeons can take it may seem a bit stale by the time
Recommended for: People who love evaluating which piece of equipment is better, and would love a turn-based Diablo. This is essentially a less depressing (and somewhat less pretty) Darkest Dungeon. Recruit your people, go into dungeons, kill stuff, rinse, repeat. The equipment system is Diablo-style item generation, complete with equipment sets. Death penalties are light; return to your home base and everybody gets resurrected at no cost. Pacing is a bit slow, production values are a bit cheap. At this price point, you'd probably be looking for more.
At first, Monsters' Den: Godfall seemed alluring in its promise. It's a turn-based RPG with base-building elements and a slathering of subsystems. It's got a real solid set up for its game world, one in which the various deities of its Grayhawk-y pantheon have all been killed off except for the goddess of revenge, and its promise of customization in party makeup and skill loadout is appealing. Unfortunately, Monsters' Den's biggest problem is probably its biggest asset as a Kongregate title: it is really, really same-y and boring. If you want a timekill that will require minimal conscious thought, Monsters' Den will put you in a zen-like state of RPG clicking. On Normal difficulty, single ability spam with the stock party that the game assigns you right out of the gate (in my case, complete with a fighter named Chad) is enough to surmount all mobs, once you've figured out what order to
6/10. The game is rather undercooked, it could've used a bit more development. The potential for a good game is there, but it is muddled by extreme repetitiveness. I was holding out, hoping the game would reveal its potential later in the game, but it didn't. What you do in the first few hours, you will be doing the entire game. You're still stuck with 4 party members fighting a bunch of enemies. Which is a shame, because the array of abilities could support a good and challenging tactics game. But as it stands, most abilities just do the same thing. I wish the game played with passive enemy auras and resistances a lot more. But why am I rating this as a 'not-recommended' when to score is leaning towards the positive? Well, the bugs. This game is pretty damn buggy. Nothing game-breaking most of the time, but annoying nevertheless. Flickering items descriptions, weird interface bugs and
I always like discovering games like Godfall that focus more on content than on fancy graphics - I grew up playing stuff like NetHack, Ultima, and more obscure 80's rpg's like Demon's Winter, so Godfall's graphics are pretty sweet by comparison. Having recently played Wildermyth I wasn't expecting Godfall to hold up particularly well, but I've enjoyed it quite a lot so far, and prefer its earthier storytelling to the bombastic claptrap you often find in the bigger budget efforts like Tides of Numenera. I also like the combat system, which has surprising depth considering how basic it appears at first glance. It is slick and relatively fast paced, with plenty of buffs and complimentary skills to play with - it's like a westernised spin on classic JRPG combat. The gameplay is surprisingly rich, with random events and battles as you travel the world map between the various populated area
Wow, I'm really impressed with this game so far. Bought it, and played over 4 and a half hours in one evening. I just wanted to leave some impressions for now. First of all, this isn't a hardcore/permadeath game. I'm mentioning that first for two reasons: 1. A lot of people hate those kinds of games. 2. Some roguelike fans might look at this game, and expect permadeath. Although the developer has indicated that there may be a hardcore mode added in the future.. for now, that is not the case. Without explaining the whole game at length, especially since there are still some of the game's mechanics that I have not been able to try yet, I will try to give a vague impression of what to expect. -Battling is similar to Darkest Dungeon, but different. Instead of a single-file line, you have 3 front-row slots, and 3 back-row slots, and so do the enemies. It's still turn-based, and positioni
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