Godfist Reviews

Godfist is a single-player first person roguelike deck builder, where you have to punch enemies off the tower to progress. Your mission is to climb to the top of the tower and punch god in the face.
App ID2205260
App TypeGAME
Developers
Publishers Icehelm
Categories Single-player, Steam Achievements, Full controller support, Steam Leaderboards
Genres Indie, Action
Release Date10 Apr, 2023
Platforms Windows
Supported Languages English

Godfist
1 Total Reviews
1 Positive Reviews
0 Negative Reviews
Negative Score

Godfist has garnered a total of 1 reviews, with 1 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 10 minutes
Got this in a bundle since it looked interesting. Unfortunately it's fairly dull and everything feels very janky. The "music" is just one track on a loop, and half the time you don't even know if your hits will connect or not since the hitboxes don't seem to align with the models.
👍 : 1 | 😃 : 0
Negative
Playtime: 393 minutes
Very fun little game, relatively difficult but you can get the hang of it. Interesting moves and relatively repetitive but also enjoyable gameplay. Good game and cheap too, worth the price!
👍 : 0 | 😃 : 0
Positive
Playtime: 18 minutes
infuriating, but a rather solid game. its controls are simple, you can move, jump, punch, or use rng based skills.
👍 : 0 | 😃 : 0
Positive
Playtime: 66 minutes
Interesting idea of the usage of the Smash percentage mechanic and that of being thrown away. A good amount of different skills and enemies. The game has some nice concepts and it's overall solid. Even so I feel like giving a negative review due to the harshness of the Rogue like system paired with the RNG. This game is NOT a Rogue Lite; when you lose, you lose everything. The skill of the player (unless we talk about cheap tricks to cheese the game) is basically useless, and it all comes down to the RNG of which abilities you will gain and what the shopkeepers will sell. Losing ALL the progress every time in a game in which the only thing you can gain - your experience as a player - is almost useless, is too demotivating. Due to all of this, I feel unsure whether to recommend it or not for just a bit of fun even given its low price, but that's completely personal. If you find it on sale or if you don't care too much about 5 bucks, then you shoud give it a chance, especially if harsh Rogue Like mechanics are not an issue to you.
👍 : 0 | 😃 : 0
Negative
Playtime: 484 minutes
Extremely difficult with satisfying physics and opportunities for fun builds. Took me about seven hours to unlock more classes and I enjoyed every minute.
👍 : 0 | 😃 : 0
Positive
Playtime: 23 minutes
Great game with ultra buttery smooth gameplay! Super challenging beat em up...buy on sale HIGHLY RECOMMENDED! More people should know about indie modern releases that are very high quality like this!
👍 : 1 | 😃 : 0
Positive
Playtime: 290 minutes
Fun game. Very tough but it was worth the entry price just to try an interesting and unusual game .
👍 : 7 | 😃 : 0
Positive
Playtime: 170 minutes
Very addictive arena brawler with roguelike elements. It's very enjoyable, simple to learn, and has that "one more run" quality to it. While the mechanics are simple to understand, it is not an easy game. If you touch any water, including innocuous looking fountains on the stage, it's a death. I haven't been able to unlock any of the other characters yet. I do not believe this game features meta progression of any kind (at least not at first), so a fair warning. The game can also be very RNG-reliant on a good run Yes, this game takes a lot of skill and being able to utilize the mechanics will get you far. However, there are a lot of things tied to RNG. One of the big ones are your abilities. Take the starting character: You have a shield parry, kick, and spear. The spear is, to me, far and away the most useful of the three. But since abilities are randomized every time you use one, you'll end up having to "reroll" by wasting abilities a lot of the time to get what you need in a given situation. It doesn't help that I find the shield parry incredibly underwhelming and almost useless. I wish there was a mechanic where you can "remove" abilities during the run. Distribution of XP can also be a little randomized. There are times I will leave the first floor at level 2, and times at level 3. I think if you kill enemies too early before they drop their loot, you can end up missing out on some (I'm unsure on that). Stages can also have breakables that have loot in it, which adds to the random nature of what level you are when you finish a floor. RNG also dictates whether or not you have a healing skull available to take away your pain percentage (your damage). The stages have a set layout, but are randomized in terms of what floors you will come across them. It's entirely possible to come across two floors with the same layout back to back. There's also a bit of wonkiness with one hazard in particular: The fountain. The fountain usually situates itself in the middle of the arena and is a one hit kill to anyone (including you) who touches the water. Yet, I always have a hard time utilizing the hazard. Whenever you punch or kick an enemy into the fountain, they almost always stop just before they fall in. This causes you to waste another offensive ability, that is if you have the time and/or the opportunity to with the ability in hand. I kinda get it, but it seems counterintuitive when I can get flung/run into it no problem but the enemy typically gets a free stop gap before falling in. Also, it's inconsistent because there are rare times enemies can and will run/get knocked into the fountain without any issue and die. The game runs pretty stable. The options aren't really fleshed out, just some basics. I only ran into two glitches, both of which happened the same time. First, I had an enemy stop fighting or moving. He stood there until I hit him again. The same enemy also ended up being kicked through a wooden panel set up on the wall, and he went through the wooden panel. These weren't game breaking and has only happened the once in my playtime both in the main game and the demo before release. I do wish there was more content. It's a cheap game, and a really fun one. But, many cheap action roguelikes, especially in the survivor-like camp, offer quite a bit of content with meta-progression at the same price. So far, beyond unlocking three other characters, I don't see much else in the way of content. The mechanics are solid, and I still recommend it for the price. It does need some RNG-tweaking and hopefully some content updates to really flesh out an otherwise solid game.
👍 : 3 | 😃 : 0
Positive
Playtime: 444 minutes
Punch your way to the top of tower made from what i guess are randomly selected floors? Roguelikey pick 1 of 3 on chest pickup or level up, abilities are like rolling slots at an arcade. Its pretty cool and about the price of a coffee. If your curious youll probably get a kick out of it.
👍 : 12 | 😃 : 0
Positive
Playtime: 305 minutes
ENG: Icehelm usually makes difficult games and this one was no exception, the game is unforgiving, you fell from the tower or into the water and that's it, back to square one. Even so, it is addictive, with interesting mechanics and as you go up there is a lot of abilities to build your playstyle. It's a Roguelike FPS inspired by Smash Bros, what more can you ask for? ESP: Icehelm tiende a hacer juegos difíciles y esta no fue la excepción, el juego no perdona un error, te caíste de la torre o al agua y ya esta, a empezar de 0. Aun así es adictivo, con mecánicas interesantes y a medida que vas subiendo hay bocha de habilidades con las que ir armando tu estilo de juego. Es un FPS Roguelike inspirado en Smash Bros, que mas podes pedir?
👍 : 11 | 😃 : 0
Positive
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