>>720604114
>very little in this game actually feels like a power up beyond the movement options you get
I'm going to disagree with this and suggest that most of the game's power progression comes from player expression. As you go, you'll learn the intriciacies of the basic systems, learn how to use them creatively, choose which crests and tools to use, get comfortable with them, try new stuff and find combos that work well for you personally, etc. It's arguably harder to pull off elegantly than basic "your reward is bigger number" upgrades, but the first game was built around it too. Godhome worked because the game's combat systems were complex under the upfront simplicity, and that allowed for the consolidation and eventual mastery of the player's skill and understanding of the bosses and combat.