

Godslayer Arena
25
in-game
Data taken from Steam
This game is in Early Access, which means it's still in development and will be missing features.
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Godslayer Arena is a roguelike fusion of autobattlers and action-rpgs. Combat is performed completely automatically. Understanding complex interactions between the spells, gems, and items you draft will be key to success. Break the game. Become overpowered.
Developed by:
Published by:
Release Date:

Latest Patch:

Categories
The categories have been assigned by the developers on Steam
Tags
Tags have been assigned by users on Steam
Spirits of the Hellements - TD
Available in:
• 1 bundle (Fanatical)
Has been in:
• 1 bundle (Fanatical)

In a Fanatical bundle
Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.
Reviews on english:
81%
87 reviews
71
16
336.7 hours played
Written 22 days ago
I have been playing since the demo came out and was then given beta testing acess and the dev for this game Paolo has been very active in the community in terms of fixing bugs and taking suggestions. This game as i put it to Paolo is a great mixture of something that feels familiar and also at the same time original. I have done so many runs of this game and still find new and creative ways of playing quite often. If you are a fan of autobattlers and rougelites at all you need to do yourself a favor and check this game out. I give this game 5 out of 5 Opulent Suns.
32.3 hours played
Written 16 days ago
game deserves more attention. nice mix of ARPG + Autobattler + Roguelike.
Positives:
the Codex (in game guide) for learning about the game is *quite* good, and easy to navigate.
Tutorial is solid and worthwhile
Negatives:
The full 25 wave run is currently a little bit too long for my taste. After about 20 hours of gameplay and learning, a full run is like an hour.
Lag, memory leak could be fixed. I felt frame drops with Shadowborne Trait, and generally after about 2 hours of gameplay.
6.8 hours played
Written 22 days ago
Godslayer Arena is honestly one of the most addictive and refreshing games I've played in a long time. It takes everything I enjoy like roguelikes, strategy, and RPG elements, and combines them into a super satisfying loop where every run feels unique. Drafting spells, finding crazy synergies, and watching your hero tear through enemies is just pure fun. I've already put in more hours than I should have, and I'm still discovering new builds and ways to play. You can really feel the passion from the developers, and the game has tons of potential. I'm fully on board with this one and I hope more people check it out!
44.9 hours played
Written 20 days ago
Only 4 hours in and having a blast! Great mix of spells, buffs, equip, live stats and everything. YES, love it!
19.1 hours played
Written 21 days ago
I've been having a great time with this game, especially considering it's still in early access. The gameplay is genuinely fun and gets increasingly challenging as you climb through the levels, which keeps things engaging and rewarding.
I really love the concept of combining auto chess mechanics with PvE elements — it's a refreshing take that feels both strategic and dynamic. That said, I do wish there were more character options to experiment with, as the current roster feels a bit limited.
Also, from my experience, Necro builds seem a bit underpowered compared to other strategies. The idea behind them is cool, but they don't quite hold up in the later stages of the game. Some balancing there would go a long way.
Overall, this is a very promising title with a solid core. I'm excited to see how it evolves with future updates!
15.3 hours played
Written 21 days ago
It's a good game, but not a fan of the dev deciding to us AI art. Everything related to the huntress has less personality thanks to it. I'd love to see it replaced with handmade art over time. I do understand AI art as placeholders, but not long term.
14.8 hours played
Written 19 days ago
Like Diablo, Slay the Spire, and Vampire Survivors all got together to make a baby, it would be Godslayer Arena.
Surprisingly deep mechanically for how easy and player-friendly the game is.
I would recommend this to casual gamers and veteran players alike!
26.4 hours played
Written 20 days ago
This game to me is a combination of TFT and Diablo; both games that I enjoy. Who knew that combining both of them would be so fun to play. I love the different combinations of builds you can try out to beat the game. I think for $15 this game is very worth. I only 3 hours in but I am having so much fun and I expect to play this game for countless of hours in the future. The developer is also awesome and how quick and responsiveness he is to feed back and bugs. 10/10 would recommend this game to anyone who games!
30.4 hours played
Written 18 days ago
I hope the developer reads this. The game is the best for its genre at the moment. Poe + VampireSurvivals without lame meta progression. If we talk about meta progression, probably the best approach with it is in RiskOfRain 2. If you add it, then only in this form. I think the biggest problem is bugs. At the moment there are too many of them, and many of them are related to fps. I think it would be worth adding a bug report to the game to speed up their fix.
Regarding the game itself, I think it would be worth adding x3 speed, since the beginning, especially at depth 10, can be drawn out. The charge system seems unfinished, personally it is easier for me to ignore it, perhaps this is due to bugs in it, or maybe it is too weak at the moment.
P.s. Do something about "Summon Wartoad", it is the most useless ability in the game.
17.2 hours played
Written 16 days ago
Dropping a review since game is new and deserves more attention.
Godslayer Arena is a bit on the crunchy side with lots of info and systems getting dumped on you in the beginning. If you are fine with a steeper learning curve or enjoy taking your time reading tooltips and tweaking your build/Setup it's super fun with loads of variety in builds.
We have 2/3 characters for now and a solid amount of spells. For the price of 15€ I already feel I got my moneys worth and will probably keep playing it until i clear all the gates/ascensions/tiers/difficulty levels.
Would recommend if you are into PoE/Last Epoch/Diablo and auto-battlers.
51.0 hours played
Written 19 days ago
If you like single character auto-battlers (unit placement isn't part of the game) or theory and build crafting in ARPGs, this is a lot of fun. Casual and easy to play, but it equally rewards strategy and build planning as you get to higher difficulties.
Looking forward to more content and polish!
9.3 hours played
Written 20 days ago
This literally came out a few days ago, and the dev is incredibly responsive to feedback. They are literally dropping hotfixes daily to address key concerns and points of improvement.
1. VFX options were introduced to make the action easier on the eyes.
2. The RNG system got a major update to make the power-ups more satisfying and fair.
Level-0 can still seem a bit too long and tedious, but just keep it on fast, and give the game a shot. Once you get into it, the variety of combos and builds possible, as well as the overall challenge (at least to the mid-levels) are awesome.
Definitely a great new rogue-like.
21.3 hours played
Written 22 days ago
地牢100 (DungeoN100), but improved. instead of make 1 spell boosted by everything, here, we need to make a full build with spells interacting.
And the gems and items add a lot to the possibilities and interest.
0.7 hours played
Written 13 days ago
I got to the third biome on my first run and felt bored enough to just stop playing. If this was a mobile game, I would 100% play it, but as a PC game, it just seems too lackluster.
2.9 hours played
Written 15 days ago
i'll get straight to the point regarding why i'm NOT recommending this game, as of June 2025, in Early Access.
this is mostly my fault, since Steam now requires disclosure of AI generated content, but I really disliked said usage on this game, regarding spell portraits for a specific character. i can excuse using it as placeholder, even if a generic placeholder image would probably feel better than an AI one, but using it for a SINGLE character permanently feels so weird. it honestly bummed me out a bit and made me dislike the rest of the game's art design, which I had enjoyed so far.
you might say that this isn't enough to justify a NO, but besides that, the game loop is still very raw and isn't particularly fun. its eye-catching and cool, but i didnt think i was actually getting better with each run. the way traits work is akin to TFT, which is a very good piece of game design to poach, and the way mana works is quite nice, but curses feel like a very arbitrary way of adding difficulty, and as i've seen mentioned in a discussion thread, it feels like the 'Mastery' pick always tries to explicitly avoid your current sinergies.
i'll most definitely check in periodically, and update my review as soon as the game gets to a good state, which i'm sure it will soon. this is a very cool attempt at mixing genres that i am very fond of. unfortunately, as of right now, i don't quite it has reached its potential, even if it's still in early access.
9.3 hours played
Written 21 days ago
AI art and it looks as godawful as you expect, I do hope that it gets replaced at some point.
The game is good fun though.
13.6 hours played
Written 22 days ago
just a good game for the price, still in ea so much more content to be expected, much love to the dev
12.5 hours played
Written 22 days ago
It's a fun game. I do wish it had more unlockable characters but for what it has already, it's pretty enjoyable.
8.0 hours played
Written 14 days ago
Edit/Summary: The idea is neat but in practice, it is kinda boring.There's no active participation or active skills, so you pick things and watch youtube while your character does whatever. It needs something to be more engaging..... it might as well be an afk farming game as it is. (This game REALLY needs a demo available)
The game is currently $15, which is fair-ish price. However the EA description says it will go up on full release... which to me feels bad. I'm a bit mixed on how I feel about the game. It does exactly as it suggests, an roguelike auto battler. You make decisions and it does everything else. I did 5 runs and won 4 of them, but I really didn't feel victorious.
Bonus note, when transitioning between maps there's a spike of some sort and performance grinds to nearly a bricked halt. It smooths out within seconds but it's still concerning how hard it hits my hardware. I hope the devs can fix whatever is causing it.
2.6 hours played
Written 13 days ago
I would love the game loop but there are so many bad game design decisions that negate that fun by piling RNG on RNG and no progression so ultimately feels worthless playing.
Desperately needs a progression system of some sort. So frustrating to die on zone 22/25 and get nothing. Developer has said will reduce it to 20 but same argument if you die at 18/20. At least a progression system of some sort would mean always progressing to a stronger character otherwise the game loop will get boring very quickly.
Needs different starting classes that will favour certain traits/spell types. Currently only an axe wielding character which looks so odd if you want to develop a spell build. Add as minimum a mage & ranger type character. use them to alter weights of certain spells rolling and others not rolling.
The game is so RNG based that it quickly becomes frustrating. You have to always select the additional re-rolls if you want to progress a build and then will still regularly roll 6-10 times and get nothing off use to progress build. There needs to be multiple ways to manipulate the rolls to increase the chance of useful spells/upgrades appearing. Very hard to create a synergistic build due to so much RNG and so many spells. When you do clear a level it unlocks even more spells so increasing the RNG rather than helping you.
Such a shame as really wanted to like this game and have just played over the 2 hours stem limit discovering the issues so can't refund.
42.0 hours played
Written 22 days ago
Used to play a lot of Atomic War on Dota 2, this definitely gives me those vibes and honestly is just a ton of fun. Anyone who enjoys a good roguelike and strategy should give it a try.
5.5 hours played
Written 4 days ago
Disclaimer: I am quite early into the game, so take my review with a grain of salt. If my hours played greatly outstrips my hours at review, then know that my statements still stand. There is a TL;DR at the bottom.
Initially, I was put off by the art style and what felt like a simplistic style for an auto battler. I went into my first game expecting the game to be decent but not standout. Mostly, I was just hopeful that an itch for a PVE auto battle could be scratched, similar to League of Legends/TFT's Tocker's Trail system. I figured I might put a few hours into the game and revisit it at release or something.
I am pleasantly surprised by how dead wrong I was.
This game has a great level of complexity that caters to my desired design philosophy. To me, the mechanics are varied and complex enough to allow for large numbers of viable strategies and micro adjustments for peak efficiency without overwhelming the senses. The current difficult as of the last patch seems well tuned, if not perhaps a tad too easy, but doesn't currently require massive adjustments to your play pattern every single round to keep up with the game's demands. Overall, the mechanics are catchy, engaging, and the perfect level of complexity, and I'm intrigued to see how they add to this formula in the future.
Additionally, I found that the game was aesthetically pleasing to watch, the sign of a good auto battler. The spells are chaotic and messy, and it's really fun to watch combos go off. Desperately watching your character struggle at the last vestiges of a life trying to keep up was exciting. The rounds are short enough that they are engaging without feeling like tuning out. And the already seemingly endless combos that can be played are exciting for future run prospects.
The game is not perfect, of course. It is early access, so there is a lot of polish missing. I think my number 1 gripe would be the lack of music tracks. The heavy metal it does provide is fun and flavorful and I do enjoy it, but I'm already bored. The game is also sorely lacking in QOL features, such as run history, a full character stat screen, play-test functions for spell combo tests, and a bit of readability. Too many times do I wish I could pause the game and see where a projectile is going, to know if it's even going to do what I need it to do. Or to know how many corpses I've played before a big corpse spell goes off. These fundamental systems of feedback are rather important in a complex game like this, and would allow those who like to micro-improve every aspect of their build a chance to study the spell's effects. I am also worried about extended replay ability of this game in it's current form, since there are only 2 characters and a handful of gate levels, as well as a limited selection of spells. This is an early access game however, so I'm confident that all of this will be addressed rather quickly, as it's fundamental auto battler details.
To address some comments I've seen, it seems that the difficult has been recently adjusted by the developer to address many player's concerns. I think they did a great job, although I do like my games to be a tad bit harder. I do like not being forced into specific builds though. Additionally, I've seen lots of comments about how bad the randomness is, and I just don't understand this critique. The fundamentals of an auto battler have always been on micromanaging risk/reward in regards to randomness, as well as "rolling with the punches" when the game throws you an alternative build. I feel many are wanting the ability to force specific spell archetypes or mastery spells. I get it, and perhaps there is room for a free-play mode of some kind to allow for this. However, repetitive builds is the killer of auto battlers, and so I find the level of randomness currently refreshing and rewarding to master.
As for future game play loop ideas, I'm hoping to see tons more characters, spell types, spells, and gateway levels of course. I'm also more of a fan of roguelites personally. This game does have some basic roguelite mechanics, but I'd love to see pats provide a fundamentally different way of playing instead of being purely cosmetic. I'd also love to see more complex decision making at the end of levels. The choice between 20 experience or 3 re rolls is quite simple, and could do with some shaking up to make "mindless decision making" less common. I'm already finding myself falling into the trap of an automated button click on this screen. Lastly, the addition of modifiers or wildcards would be a great bonus in my opinion. Throw players wack rules like "can only have 4 spells" and "only tier 3 and lower spells appear in the shop" as optional modifiers. Allow players the opportunity to prove their mastery of these modifiers by giving them their own gateway levels each. Have other sets of gateway levels for having 2, 3, or more wildcards on at the same time. The number of ways to instill repeatability in this game seem endless, and I'm excited to see what route they take.
Overall, this game gets a solid 8/10. 1 point is deducted from missing QOL features and a poor soundtrack, and I'm sure this deduction will go away with time. the other point is due to extended repeatability. While some might thing it unfair to deduct this point from an early access game, it's important people know what they are getting at time of purchase regardless of that label. While I do think I more than earn my money back with it's current level of repeatability, this game could easily out-value it's competitors in the long run with basic repeatability system.
TL;DR - Great Early Access Game with some repeatability and a LOT of potential. Game was more fun than expected. Chaotic visuals makes it fun to watch, and the complexity is a perfect sweet spot of rewarding but not required. Game is worth it's current price, and should easily provide dozens of hours of value with the addition of simple systems before 1.0 launch. Complaints about difficulty have been addressed well, and complaints about randomness seem to not understand the concept of an autobattler. Game is akin to TFT or Backpack Battles Meets Diablo. 8/10, worth it.
9.0 hours played
Written 15 days ago
It's still in early developpement. But there is potentiel. It have a Dungeon 100 vibe. But more like a evolution rather then a sequel... So far, you are more ask to guild your MC then managing it. Since your not dictating the action. Since your playing skill are not solicited. Your success is more in the hands of luck rather then your managing skill. Since you can only pick one card each "spell aquisition" opportunity you have...
So far, one major difference between Dungeon 100 and Godslayer is that you can not pick the same card more then one time. which make the game even more difficult :
Exemple, if you want to orient your MC in necromency (call Necrowaeve in the game) Your goal is to pick as mutch necroweave as you can. But to get the last bonus (9 differents necrowaeve cards) you must get the "Bloodlord Necrowaeve" mastery card... Witch is only pick on pure luck, and if your unlucky it can sereously hurt your game. Because in Dungeon 100 you could put the same card more then one time.
5.9 hours played
Written 15 days ago
The game is really fun and put together well given it's curent early access state. It's a unique blend of some of my favorite genres. Also the dev is active and has already released a few patches since the game first came out a week ago. I'd recommend anyone who enjoys roguelikes, roguelites, and/or autobattlers to give Godslayer Arena a try 😎
15.3 hours played
Written 15 days ago
So much fun. Will be playing the hell out of this game. The synergies are a lot of fun. The curses though are extremely annoying. I am very happy you can re-roll them or I would not recommend this game.
27.8 hours played
Written 16 days ago
The recent patch improved balance and fun, but introduced game-breaking bugs. So unfortunately still no recommendation from me. :(
Original review:
Desperately needs balancing. The game currently has two playable heroes, Raging Bloodlord and Cosmic Huntress. Bloodlord is mostly fine, Huntress however does a lot less and takes a lot more damage, making her increasingly frustrating to play in a game advertised with the phrase "Break the game. Become overpowered." on this very page.
As of right now players have beaten the highest "regular" difficulty Gate 10 on Bloodlord using 18 out of the 21 available masteries, on Huntress players have only done so with 4 out of 21 according to the Steam achievements, and I have no clue how they even found any viable endgame builds at all, being stuck at Gate 7.
So right now the gameplay itself is fun and engaging, however it only really works on half the available characters, leading me to not recommend the game as it currently stands.
55.0 hours played
Written 16 days ago
This game is a blast. The systems are deep and varied, and figuring it all out allows for a lot of replayability.
108.9 hours played
Written 16 days ago
Excellent game, has a lot more depth than I expected. Great entry into the auto=battler genre.
It has a lot of performance issues at the moment, especially in the late game or for long play times. Likely due to memory leak issues or being too CPU bound, or a combination of both. Doesn't matter what settings you run it on, the late game fights just frame pause and skip to unwatchable levels.
34.8 hours played
Written 17 days ago
Never tried an autobattler before, but I’m really into all the different builds and how much depth the game has. The tutorial was super easy to pick up, and I was already coming up with spell combos to get through waves. Can’t wait to see what new characters and updates the dev rolls out!
5.7 hours played
Written 17 days ago
I enjoyed the demo and played through a number of times. Pleased to say the Early Access release maintains the fun, stripped-back build creator.
There's some UI elements that could be improved and additional quality of life features that would further smooth out the experience but this is a good start.
10.8 hours played
Written 18 days ago
good, fun, autobattle, deep mechanic bam bam
28.7 hours played
Written 18 days ago
If you like Diablo and auto-battlers, you’ll love this game. As someone who has little to no time to play, this actually works perfectly for me. I run it on my second monitor while working and enjoy experimenting with different builds. It still needs a lot of improvement, but it has huge potential.
13.6 hours played
Written 19 days ago
I played the demo quite a bit and a few rounds on release. Most of my time was spent thinking about skill interactions and rearranging spells/gems. If you enjoy seeing a well thought out plan being executed, then this game is worth a shot.
1.4 hours played
Written 20 days ago
First of all, this is the next game from the Developer of Spirits of the Hellements, an awesome TD which has been successfully completed its early access and got continued support in form of free content post launch.
The new game called Godslayer Arena is an Autobattler-ARPG-Cardbattler Hybrid with a good looking and clean Artstyle and alot of content and replayability to offer from the get go!
And yes i do recommend it because its the best game from the few similar hybrids we had before.
While not without its issues - still already alot of fun!
What i would like to be changed or reworked in the future:
- UI (changes in scaling of certain aspects like too big tooltips of cards when hovering over them)
- Streamlined Synergies (less keywords and better to understand systems etc.)
- Changes in the Curse System (got offered way too many low life combos!)
- Performance optimizations (FPS drops in lategame below 50 without fully utilizing my Hardware (Ryzen 5600, 3060 Ti))
These are for now the major things i can think of - and the developer so far has been very responsive and open for changes so im sure most of these points will get sorted out since im definately not alone with these from the feedback i saw from others.
Alot of potential here!
11.1 hours played
Written 20 days ago
Only played the game for a couple hours, but definitely having a ton of fun! I would describe it as a roguelike autobattler. If you are into those kinds of genres, I highly suggest this game and it's pretty easy to get into if you've never played anything similar.
Can't wait for the future content!
17.8 hours played
Written 20 days ago
Great game! Love all the different trait combinations and seeing what works.
Excited for further development in the future.
2.2 hours played
Written 20 days ago
Played the demo, liked the demo, got the full game. It's like a Diablo for a strategist - you lay out the abilities, equipment and synergies and watch your guy clear the level (and it's quite a spectacle, doesn't require you to do anything). Repeat, increase difficulty, get access to more stuff. That's the basic loop and it works for me.
29.6 hours played
Written 21 days ago
Fantastic game. Felt awesome when finding game breaking combo.
one time i got electro mastery and spawning infinite fire dragon
8.6 hours played
Written 21 days ago
Wow - this gem caught me by surprise. The game is deep, smooth, and plays like a Diablo auto-battler. Definitely recommend for fans of theory crafting and needing a way to zone out after work.
34.9 hours played
Written 21 days ago
This game is nice and refreshing.
I didn't expect the game to offer so many possibilities on launch in early access.
I hope some assets will be reworked before the game is fully released.
The game slows down or freezes for 1s during some animations. I think ensuring better peformance should be the top priority.
4.6 hours played
Written 21 days ago
As cool as I thought it'd be, it just needs time to go deep and wide. Looking forward to its development.
14.2 hours played
Written 21 days ago
A rogue-like that doesn't copy-paste mechanics of a game I've already completely explored gets a yes from me.
2.5 hours played
Written 22 days ago
I've got 20 hours on dungeon 100 and this feels like a direct upgrade. Gonna sit on this one and let it hit 1.0 but it seems like a great win for auto battler fans.
23.9 hours played
Written 22 days ago
Pretty good, pretty interesting. It's more card drafting than anything else, but it keeps it interesting enough with a variety of different interactions that aren't just locked into picking cards from the same school all the time.
12.7 hours played
Written 22 days ago
I rarely buy new games on release unless they are something I have decided to fully commit my support to. My last new game purchases were Xenoblade Chronicles X, Dragons Dogma 2 and Greedfall for reference. (Would have also purchased C33 if it was not for game pass.) 95% of my game purchases are on games that are years old and I pay less than $10 for a game key or physical copy on ebay.
I decided to purchase GA on release as it checked all my boxes like the others. GA is an excellent game for anyone who enjoys auto battlers. Native ultrawide support, solid 90+fps performance at 3840x1080 on a 2080ti and 2600x. This is a game you can also run windowed easily and play casually while multitasking. If you enjoy dark fantasy aesthetics coupled with ARPG gameplay and auto battling mechanics, don't look further.
5.1 hours played
Written 19 days ago
I want to like this game - but I don't. I like auto battlers - I like and play a ton of POE / Last Epoch - I like roguelites. So what gives?
Matches are too long. Rounds are too long. Too much time is spent inside the "shop". The "shop" is just RNG reroll nonsense kind of like Teamfight Tactics. There is NO meta progression other than new unlocks. New unlocks actually increase the amount of RNG nonsense as the total pool size increases with no way to filter for skills you want. There is no sense of working towards a goal you care about. While having solid theorycrafting potential in terms of how builds come together, in practice its an unenjoyable RNG crapshoot.
Honestly, this feels like it might be the dev's first game they made, and they ignored other games that tried to implement similar systems, ignoring both their issues and solutions. The vision for this is kind of whack. I regret my purchase.
14.6 hours played
Written 20 days ago
I want to like it because its pretty solid for an autobattler. It has lots of ways to make you feel stronger. But..
My issue comes from Traits/Families. Games like Auto Chess, TFT, Dota Underlords have this system and im not a fan of it in those games because of the competitive nature of those types of games. Im not a fan of combining cards over and over and trying to manage a limited inventory either.
I don't like how it limits the player choice and hinders build creativity. Too many of the skills in this game have only 2 Traits on them making them far less desirable than other spells and makes it harder to reach the Trait milestones.
But the game wants you to get as much of these traits as you can and you'll run into issues like for example.
The Infernum trait has you basically grabbing every single fire skill to max out the trait/family. Leaving no room for creativity. Grabbing all the fire skills leaves you with JUST the Infernum trait and some progress in other traits but not enough progress to gain their bonuses.
It is like this for pretty much all spell types. It's like, "oh, you chose some summon skills? well now have to commit to the rest of them!". You end up pigeonholed into using skills you don't really want just so you can get the Trait bonuses. Or you end up spreading yourself too thin going for what you want and lack enough traits to reach any bonuses.
The newest update added 5 spells to select from instead of 3 after each battle. This alleviated some of the issues with the Traits system but not nearly enough.
I think the game needs 1 additional way to add a single trait to our build. Sure, you can get additional traits from things like the Mastery spell upgrade that gives 2 random traits but thats another layer of RNG and you have to give up some really good spell bonuses for them. Its simply not enough.
Either all the Tier 1/2 spells need 3 Traits on them or the player should get a choice of a starting Trait.
5.6 hours played
Written 17 days ago
Too overcomplicated to be fun, i dont like spending 5 times to amount of time in the phase before battle just reading all the descriptions for 30 different systems before each 15 second fight
15.9 hours played
Written 7 days ago
Very poorly balanced, confusing and extremely RNG dependant.
It also looks a lot like a mobile game. I'll keep an eye on future updates, but as for now it's a nope from me.
21.8 hours played
Written 10 days ago
I don't thumbs down games I enjoyed, as a principle, but I'm very much on the fence about recommending this game.
As it is right now, it's enjoyable, but I don't find myself looking forward to playing more.
The biggest issue I have is that your actions and the result are too far removed from one another. Not just by time, which would be fine for an autobattler, (you place your spells and items before the run, then watch it play out) but most crucially, transparency.
To me, tracing back how my decisions affect my performance becomes borderline untraceable by the third run. I can't count the times that I asked myself "Wait, why the hell does this do that much damage now?" "Why does that have that buff all of a sudden?" Or "Huh? Why does removing that suddenly quadruple my damage?"
That is not to say that the underlying code is broken, but that there are so many systems in place, all interlocking with each other, that tracing which skill does what and why becomes a chore.
For example, a skill might manalock the skill to its left, making it unable to generate mana on its own, and grant you the "frost" affinity. Now, having three frost items recharges Manalocked spells, but also manalock other spells. Then there are items which interact with manalock, at either cost or benefit to other skills, and since every skill has at least 2 affinities which might or might not synergize with other skills that you may or may not want to pick, you quickly build a byzantine Jenga tower of interlocking skills. That sounds fun (and IS fun!) until you realize that you basically lock yourself into a build at the start of the game, and then just try to slap auxiliary systems onto that build, because chances are if you change one single thing, the entire build comes crashing down.
This requires an intense amount of concentration, to the point that I found myself not even looking at the gameplay, but staring at the skills and trying to understand why that one particular buff suddenly has 400 Spell power that it doesn't need, and if and how I can get that spellpower slotted onto another skill.
In short, the game becomes a spreadsheet with 6 tabs, all of which are calling values from other tabs to paint an insane amount of spell effects onto the screen. Unfortunately, I am too busy understanding wtf is happening in the spreadsheet to actually appreciate the gameplay.
And at the risk of kicking someone while they're down, the music is really catchy, but I would like more variety. One or two songs in a loop aren't enough.