Kunitsu-Gami: Path of the Goddess Demo available today

Draugoth

Gold Member
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Gave the demo a whirl to see if it's something I'd play. I'm unfortunately not an expert on Japanese culture so the themes aren't really making much sense beyond the obvious stuff on the surface. But the gameplay is pretty fun. Spend the day purifying the area to rescue people and getting Kunitsu to (slowly) dance her way towards the main gate you need to purify. Then use the currency drops to assign jobs to villagers and place them around the map to fight off/slow the enemy assault. When nighttime comes you get invaded and have to fight them off. Repeat until win/lose. Your character can attack with a limited combo system (at least early) and heal to assist with defense. You have some options with charms and such which give various buffs to you or the villagers. Villager jobs can be upgraded on what appears to be a linear tree but can be refunded to swap stuff around at no cost.

I will almost certainly buy it.
 
Oh hell yea, I was hoping this game would get a demo. I wasn't able to tell if it's something I'd enjoy by the videos alone.
 
What's it like?
I just started it, but there is way more going on in here than I thought. I'm not really sure what to make of it at the moment, but it's definitely interesting. You free villagers and give them different assignments, carve a path for the lady to the gate so she can cleanse it, and you try to set things up for nightfall, when the enemies actually come out. You can also fast forward time if you have everything set how you wish. It's not straight action at all, and has a Pikmin element to it in a sense. Definitely more about management than combat timing or anything like that. I'm feeling it though.
 
During normal fights in a village, your followers won't really charge at enemies? I have two woodcutters and one bowman and all of them just stand around until a enemy is super close, while other enemies go a different path to avoid them. So I have to manually move my guys around?
 
During normal fights in a village, your followers won't really charge at enemies? I have two woodcutters and one bowman and all of them just stand around until a enemy is super close, while other enemies go a different path to avoid them. So I have to manually move my guys around?
You just set them somewhere on a path where they cannot be avoided, the circle indicates their aggro range, and it can be widened with upgrades.
 
During normal fights in a village, your followers won't really charge at enemies? I have two woodcutters and one bowman and all of them just stand around until a enemy is super close, while other enemies go a different path to avoid them. So I have to manually move my guys around?
You can upgrade them so they engage instead of staying put aswell
 
I mean, don't get me wrong, I love the concept, the artstyle and all that, but after playing the demo.... c'mon, there's no way it'll sell well or be anything but failure at $50. How about some more realistic and adequate price tag of $35?

Also, just on a pure technical level, it doesn't look good with completely flat presentation, lack of lighting, shadows, any kind of AO etc. but there's absolutely needless RT reflections instead, which you'll never even notice. Again, the overal image looks very flat and dead, which is a crime tbh with this kind of artstyle and theme and it ruins the work of the artists imho. What's even more stupid, is that the game eats up ~9GBs of VRAM for absolutely no reason whatsoever.

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Playing on PC.

The gameplay seems very basic at a glance, but there seems to be quite a bit of unlockable content including combat moves and passives. The player combat is pretty shit, at least at the beginning, which is surprising given Capcom's pedigree. The tower defense stuff is kind of a pain since they make you run around the map to place units and you can't just do it from a map screen. Visually, it looks like a high quality Switch port. Very much along the same vibe as MH Rise. The food textures are a step above the game textures though. JP devs really love making realistic looking food for some reason.
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There's an interesting mechanic where you have to kinda plan how far your priestess can make it towards the gate without getting so close that you put her in danger, and balance the resource use between your soldiers and building the path for the priestess. I think fans of resource management and tower defense-lite gameplay will probably have fun with this game. I'm not really a fan of either.

The art style is really unique and eye-catching, music hasn't been memorable so far.

I probably won't pick it up at full price, but I'm in for $20 down the road. If the player character combat gets significantly upgraded as you progress, I'll think about it earlier. Seems to be just a few standard combo strings and a special button that you can swap out various acquired moves with.
 
Just played the demo on PS5. Looks really pretty and love the colors but I don't get the gameplay. Worth a download to see the colors in HDR tho, looks popping on my C1 OLED.
 
c'mon, there's no way it'll sell well or be anything but failure at $50.
I did enjoy the demo but this was a sticking point for me as well. I'm glad they recognize it's not a normal high priced release but it does feel a bit too high still. Maybe they're hoping the themes will resonate with the Japanese market (and folks really into traditional Japanese stuff) to pull in sales at $50 to generate a positive reception and the broad audience will give it a try on sale. No way they're expecting a big seller here.
 
Game is fun but then again I knew it would be. I was sold from the first trailer. It's a game i'll play outside of game mode though. The HDR sucks like most games. Toggled off.
 
can somebody tells me what the gameplays like? i didnt play the demo.
 
It reminds me of a PS2-era game in a good way. You can tell there was definitely a lot of passion pored into it. I certainly ended up liking it way more than expected. Sadly it probably won't do to well just because it's not "AAA".
 
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I just played through the demo and absolutely loved it. Day one.
The art style is amazing.
Does the combat ever open up past the one interchangeable move button? I found the basic combat to be lackluster but I only played a little into the 2nd gate area.
 
Sorry but this didn't do it for me, sure, it's kind of of a throwback to those quirky PS2 games of yore but, other than that...
Its almost tower defense-ish nature coupled with the one-button, button mashing bits...

Couple that with low production values and...it's a prime example for what's to be considered Gamepass fodder ®, it's painfully obvious why this and Exoprimal were D1 GP releases (Capcom ain't stupid and must anticipate the sales potential of each of their products, GP deal money is better than a little money from low sales).

Unfortunately, I get the impression that this is going to bomb hard, it's just way too niche for people to splurge 50 big ones, this is a budget game through and through.

This is going to on sale for 20 bucks not even 3 months after release.
 
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Didn't play through the whole demo but I thought it was pretty fun.
It's probably not going to be a day 1 game for me and I wasn't blown away by the gameplay, but I like the art style and I appreciate it trying to do something different.

For everyone with Gamepass it seems like a no brainer to at least give it a try.


can somebody tells me what the gameplays like? i didnt play the demo.

I didn't play the whole demo, but from what I playe the premise seems to be a sort of tower defense game.
There is a priestess you need to lead to these gates so she can purify them, while simultaneously defending her from monsters which spawn from said gate. Your character has a sword and some basic (weak + strong) attack combos, though later on you can also equip some special attacks.

On each level there are also these villager type characters that you can evolve into various types of fighters (axeman, archers, etc) by using points you get from killing enemies and freeing trapped villagers. You can then give them instructions like protecting a certain area or protecting the priestess.
 
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