Godsworn

Godsworn

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[GER] Tobi Mar 28, 2024 @ 11:43am
What things does Godsworn need for you to have fun playing?
I have played Godsworn briefly, but it has a nice classic fantasy RTS charm and I hope that Godsworn makes it out of Early Access without being canceled, i.e. that it would exist due to lack of money or little interest.

here for me important things what a good RTS needs:
- Improve player&opponent AI in combat, building construction, or gathering resources.

- a good tutorial, because RTS beginners should be inspired.

at the moment the biggest point of criticism is the sad AI or how do you see it as a player?
Last edited by [GER] Tobi; Mar 28, 2024 @ 12:04pm
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Showing 1-15 of 25 comments
jonoliveira12 Mar 28, 2024 @ 11:48am 
AI could maybe be a little smarter, that is true.

The game is already fun, in fact it hammers down the fun aspect.
What I want it to ahve, is snow maps, currently, and more gods/angels down the line.
Diavkha Mar 28, 2024 @ 11:49am 
I like the game since its similar to both WarCraft 3 and Age of Mythology, but I feel like the game needs a little more speed perhaps and for battles to be more engaging. It feels very underwhelming at the moment, it isn't exciting in that regard.

I don't know what it is, maybe the lack of battle music or sound effects of battle, war cries or death of units.

Also feels like some units are worthless to build, I'm not sure if the idea is to disregard lower tier units in favor of higher tier ones but they just lack that extra "oomph" in some situations.
jonoliveira12 Mar 28, 2024 @ 11:58am 
Originally posted by Diavkha:
I like the game since its similar to both WarCraft 3 and Age of Mythology, but I feel like the game needs a little more speed perhaps and for battles to be more engaging. It feels very underwhelming at the moment, it isn't exciting in that regard.

I don't know what it is, maybe the lack of battle music or sound effects of battle, war cries or death of units.

Also feels like some units are worthless to build, I'm not sure if the idea is to disregard lower tier units in favor of higher tier ones but they just lack that extra "oomph" in some situations.
Spells make the battles very quick, already.
You can literally nuke units very quick.
Diavkha Mar 28, 2024 @ 12:05pm 
Originally posted by jonoliveira12:
Originally posted by Diavkha:
I like the game since its similar to both WarCraft 3 and Age of Mythology, but I feel like the game needs a little more speed perhaps and for battles to be more engaging. It feels very underwhelming at the moment, it isn't exciting in that regard.

I don't know what it is, maybe the lack of battle music or sound effects of battle, war cries or death of units.

Also feels like some units are worthless to build, I'm not sure if the idea is to disregard lower tier units in favor of higher tier ones but they just lack that extra "oomph" in some situations.
Spells make the battles very quick, already.
You can literally nuke units very quick.

It didn't feel like that at all to me, not until the very, very late game.
jonoliveira12 Mar 28, 2024 @ 12:10pm 
Originally posted by Diavkha:
Originally posted by jonoliveira12:
Spells make the battles very quick, already.
You can literally nuke units very quick.

It didn't feel like that at all to me, not until the very, very late game.
Some T3 spells could already mess up armies quite bad, and Saule tower drop will clean up armies faster than you know it, while being just a level 2 spell.
TGHoly Mar 28, 2024 @ 12:51pm 
I only play a few game and can only say thing I saw on surface.

[Pros]
- It's like Warcraft3 with better pathfinding (which is only features expect from WC3 reforged but will never happens)

- Game economy remind me Spell force 3 but I think it's feel more flexible less confusing.

[Cons]
- AI might need some improve like trying keep their units away from the fight when their health reach critical and not try to feed their heroes to enemies larger armies they should at least know when to retreat.
Last edited by TGHoly; Mar 28, 2024 @ 12:51pm
Mesarthim Mar 28, 2024 @ 2:05pm 
More "OOOMF" and "BOOM" when you destroy a building, right now they seem to be made of straw...

Visual identity of buildings for each gods.

Rotating buildings !!! Dang it !!!!!!!!

More special units associated to each god ! I feel like the game could use a few more.

Ease of access to build walls (mainly a space problem in the starting area of each map)... Transforming walls into turrets / upgrading walls or let us connect turrets to walls.

Improved path findings (got some derped units)

Musics !!!!

Co-op options (making/breaking alliances on the fly, trading with players, offering ressources to players you're allied with) => that would be my main request !

More game modes (many ideas here) and maps.

Map editor?

Bigger maps too.

Well, the game is already great so even without any of this, it's still worth it.
Jackdaw  [developer] Apr 1, 2024 @ 6:59am 
Originally posted by Mesarthim:
More "OOOMF" and "BOOM" when you destroy a building, right now they seem to be made of straw...

Visual identity of buildings for each gods.

Rotating buildings !!! Dang it !!!!!!!!

More special units associated to each god ! I feel like the game could use a few more.

Ease of access to build walls (mainly a space problem in the starting area of each map)... Transforming walls into turrets / upgrading walls or let us connect turrets to walls.

Improved path findings (got some derped units)

Musics !!!!

Co-op options (making/breaking alliances on the fly, trading with players, offering ressources to players you're allied with) => that would be my main request !

More game modes (many ideas here) and maps.

Map editor?

Bigger maps too.

Well, the game is already great so even without any of this, it's still worth it.
You can trade with allies already, press TAB to open the overview to send resources. Or, next to the minimap there is an arrow, and it can give the select unit/building to an ally. :)
Lotor13 Apr 1, 2024 @ 5:58pm 
Originally posted by Mesarthim:

Rotating buildings !!! Dang it !!!!!!!!

Is it possible to rotate building?

I noticed in campaign missions, that same buildings are in different positions
Lotor13 Apr 1, 2024 @ 6:11pm 
I would suggest in-game tech tree
Last edited by Lotor13; Apr 2, 2024 @ 4:26am
Daen99 Apr 1, 2024 @ 9:41pm 
I enjoyed the demo, finally a new RTS game with lot of potential.
But personnally, I really wish there were an option to display some blood on the ground after battles, for a true warcraft 3 like feeling. I would pay for this honestly. I hate how all war strategy games look so clean / softened these days, it feel like you lead plastic toys to battle instead of actual troops. I want my melee clashs to leave physical traces, for immersion purposes, as trivial as it may sound
Mesarthim Apr 2, 2024 @ 3:47am 
It's good to know you can trade ressources, I didn't see the option, thanks Jackdaw !

After playing a bit more, I think each God could be more different than each other.

I mean, when you see a God a light (Saule and Ausrine) who use Leshy and Pesky (the lil dragon) it's a bit weird when they feel like they belong to Meness.

But Michael doesn't have special units (other than those you summon along with the gate of heaven power)

Distinguishing each God a bit more with different units for the faction would be a good idea IMO.

About Pathfinding, I noticed that it was mainly a problem linked to what is defined as crossable or not, a small obstacle can lead to a unit trying to find another way around when it looks like the unit should actually be able to walk through.
There's also a problem linked to water 'cause you can cross rivers but sometimes you can't. I don't really understand why as there are no visual indication? I don't know if it's a bug or if it's supposed to be a thing which isn't indicated? (for example because of the current or something)

Originally posted by Lotor13:
Originally posted by Mesarthim:

Rotating buildings !!! Dang it !!!!!!!!

Is it possible to rotate building?

I noticed in campaign missions, that same buildings are in different positions

I did not see any option to rotate buildings, some buildings look like they do rotate but actually don't (the game rotate houses automatically to give them a different look maybe? Or maybe they're really different buildings, not really sure)
jonoliveira12 Apr 2, 2024 @ 5:47am 
Originally posted by Mesarthim:
But Michael doesn't have special units (other than those you summon along with the gate of heaven power)
Christianity is a VERY human-centric religion, so it makes sense. Michael gets Nuns, Priests and Trackers on Demigryphs, for Faith units, and I honestky think that is enough.
Knights are also way harder to get rid off, in the lategame, than Sun and Moon Daughters, since they get back up when you kill them once, and become Infantry.
Catapults are also better than Leshy at bringing down buildings, and you do not need Faith to recruit them, which is a big positive.
Christians also get Footmen, which are better than Marauders, and more comparable to Warrior, but do not even need a Shrine upgrade to access.

I mostly play Michael and Ausrine. I like the pagan faction with all their nature spirits and creatures, but the christian one actually uses not having too many Faith costing units as an advantage, not a penalty.
slayniac Apr 2, 2024 @ 6:03am 
Apart from what's already been mentioned, I think improved AI behavior in skirmish matches would be my #1 request. It feels like they just keep pushing units towards your base along the same path. I'd like to see them prepare larger attacks, use flanking maneuvers and micro their hero a bit better. I also have yet to see the AI build walls (however, from my experience with AoE I understand how difficult that can be to properly implement).

That said, I think you guys absolutely knocked it out of the park with this one. The game has the potential to become on of the best modern RTS games. Well done!
Lotor13 Apr 3, 2024 @ 5:19am 
Originally posted by GER Tobi:
- a good tutorial, because RTS beginners should be inspired.

The first 2 missions in campaign are tutorial
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