God Of Weapons

God Of Weapons

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Wadi May 9, 2023 @ 1:35am
Amazing Game, Improvement suggestions
First of all, congrats on that great idea!
The Graphics are really nice, it plays smooth with keyboard and mouse.
After beating the demo a few times there are some things coming to mind though.

- Weapon diversity
Some of the weapons feel severely undertuned compared to others.
Melee weapons need range upgrades (in the chest) to be really useful and take up a lot of space in the first place (you want the range you lack the damage).
The Spinny Bouncy weapon that scales with melee is godly from the first one picked up.
I assume you are supposed to mix and match the items to dip into multiple set boni.
You run into the issue having the melee weapons not being really useful if the ranged weapons already clear the map.
Then there is weapons that depend on each other so you need a lot of them, which eat a lot of space which leaves less space for "buff items" to make those weapons more useful.
I get that its a tradeoff, but it feels unrewarding at times to try e.g. an axe build to run into the issue of not being able to add enough attack speed AND damage to actually kill and keep on expanding your inventory.
--Money doesnt buy space in the chest. Maybe that would be a fix? Have "chest expansion slots" for sale, becoming more expensive as you go? Just dont make it RNG dependent
-- In order to gain power you need a lot of space, in order to get weapons you need a lot of space as well.. to boost melee build efficiency (and fun!) maybe hand out 3 spaces every second level or every fifth level up or something?

- Current Level display in Shop
I get confused all the time which shop it is now. Can you just slap a "Next Wave: 20" on top of the Shops instead of displaying "19" for "this is shop of level 19, so you better know by yourself next one will be 20 because i will not tell you, if you didnt pay attention."

- Exp Gain
Tried a run with the hunter to focus on gaining max levels.
From floor 10 on i was able to kill everything that spawns immediately, had a mask to increase spawn to get more levels, in the end i was able to even kill the boss.
I had to swap between weapons to maintain my power level until i had enough space for items to make the SMG Bow a high dmg crit machine. That seems to be working as intended.
Now here is the issue with that.
Some of the weapon classes (hammers are a joke) deal so little damage that its basically impossible to pull off a successful run with them. Even if you gather up gold to do a full swap once you think you have enough space now.
So once you dont kill enough you dont level enough. The exp gain relies on you rolling and adding the right weapons for the right point in your overall run.
It kinda feels like you are forced to play the good weapons to succeed.

- Barrels

The "level up" drop of the barrels is quite cool but i noticed to feel bad when i get the invincibility buff while not needing it at all. Food drops (at full life because those chalice thingys are busted AF) Maybe replace the "you cant die for a few seconds" pickup with something that lets you deal more damage. A damage aura? An Attack speed buff? Let every hit explode in a medium aoe? Some builds have a hard time to kill the barrels (hitting for 3seconds+) since you can't count on getting anything specific it makes those builds less fun and they drop dead at a certain point.

- Boss

The Boss has quite cool mechanics, once you realize that the bullets hunt you down you can dodge them, on first view i thought its a bullethell and dropped dead quite fast.
He teleports around quite a lot (maybe i am just sleepy but he does move around, making him a nightmare for melee builds that dont abuse the OP Ninjastars of Doom) anyway
Can you add more bosses? Especially in earlier levels.
But without an overloaded kit, just to introduce the mechanic properly.

- Weapon fuse mechanic?
Maybe add a blacksmith option to the shop, so you can add cool stuff randomly to your weapons? Talking about elemental effects like the lightning lance has.
Ice for slow, Fire for aoe, blessed for more crit chance on that enemy, stuff like those.
The blacksmith could let you upgrade weapons as well? Heck, let him live in that infinitely large chest. Make it a meta upgrade, something cool like that?

- Visibility of Items
I love how the weapons float behind you, they are just stubborn sometimes and refuse to attack something close to me. Thats okay to deal with though.
A MASSIVE point in the enjoyment of Games (and something that young me always hope videogames would achieve) is actually showing the new items on your character.
Like the mask to deal +25% dmg and spawn +10% enemies. Make my character wear it please! Thats what brotato does great, it doesnt show every single item, but it also doesnt have an awesome inventory system like this game does.
So if i stack my chest with 20 Potions, please let my characters belt region be filled with 20 potions.
If i wear 5 Gloves, make the characters Hands grow, because you wear gloves on gloves on gloves on gloves on gloves. Slap on the skin of the last one added to the chest.
Same for Helmets, Belts etc.

- Gold pickup
At this moment it appears to be a distraction to collect the dropped gold. It gets magnetized to you at the end of the level anyway.
So there is 2 options.
1. Dont have it drop at all. (i do not like that idea, picking up money is fun)
2. Give a small exp bonus for picking up gold by yourself, to give it any incentive. Would also help out melee builds. They are closer to the kill so its easier to pick up the gold dropped.

- Item drops?
Maybe add a chance for enemies to drop items, like so many other games have. It is fun to have loot boxes in games --THAT ARE NOT PAID FOR-- and maybe get exactly that item that you always tried rolling for in the shop. Just stuff those into a temporary bag which will be sold to be empty if there still is something inside and you go to the next wave.

- Dice
Currently there are very little Options to increase your stats and your shop rolls.
So i end up filling every empty spot with dice, because they are great. too great. They kind of feel boring. Its just a thing to hold and sell off again once you found enough high rolled weapons or the exact things you need to get going (chalice, the thing that gives pierce to your ranged attacks)

- Level Up
As mentioned before, the level ups need more excitement.
Can we have statpoints to allocate without stuffing them into the Chest?
Currently the game feels like it is 100% focused on the chest as a mechanic. Though thematic the game is not called "Chest full of stuff".
Its called God of Weapons.
So here is my plan to add the God to the Weapons part, which you nailed.
Give levelups like 3 stat points to throw around, either get it to be rolled and picked randomly OR what would make the game really enjoyable, let us just spend them.
Let the player decide where they want to throw their stat point from the level up, like in an rpg. Slap deminishing returns on the stats (less effective the more you have) to balance that or let a statpoint cost more the more you spend on one stat
(level up -> get 3 status points -> You already have 5 melee (from level ups. dont punish people for what is in their chests), next point would cost 2 out of your 3 level up points).

- Stats
Please add a mouseover that actually explains what is going on with the stats.
People will be forever confused and just give up trying to find out how much dmg 1 point of armor would reduce, how many hp you regenerate, things like that.
If you want us to work with limited space let us do the math to min max. Min maxing in videogames is fun! :D

- Item variety
I am 100% sure you will add more item variety in the future, so i don't even want to complain for now. ^^

- Item rarity
Same as in the point before. Finding multiple chalice per roll is a cool thing but more different items showing up would be appreciated.

- Boots
Never tried them. You have a dash. Why waste the spot?

- Belts
Tried them. Got rid of them. Not really useful without any offensive stat on them. Rather get 3 dice.

- Helmets
Tried them. Got rid of them. Same as before.

- Tank Builds
I tried tank build multiple times
They dont work.
Maybe they would with the other changes suggested? :D
Show us what the stats exactly do.
Let us gain stat points for leveling up.
Afterall I am character with Chest Friend that carries my stuff for me, not Chest Friend only.

Well that went on for longer than i had planned. There are a few more things that I have ideas for but its enough for now. :3
If the Dev actually reads it, say hi.
I always like to give feedback on stuff that has potential.
Have a great day!
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Showing 1-5 of 5 comments
GundamP_02 May 9, 2023 @ 10:11pm 
The long swords boost the armor rate of the belts and helmets.
maross80 Sep 14, 2023 @ 6:01am 
hi, played a few hours, its an awesome game, missing a few things:

- i cant see my level, not sure if its there somewhere
- hp/xp should be centered to be more visible
- total dps meter when checking individual items's dps would be nice
- after finishing a complete run, would be nice to know how many shards/red stones(?) i get, and what for, i have no idea about the quantities for now
- i have no idea, what happens with the xp-shards after i finish a level. If i get them, whats the point in collecting them? If i do not, do i get half of it, or zero, or is it converted to money? Also a displayed number on the xp bar would be nice, just like the health above. And the money shouldnt be separated from the rest, it makes no sense to check things on the upper left, then checking thing on the upper right, while things are happening in the center.
- i have no idea what the "angel wing" boost does while playing a level, im certainly not faster or anything. Shouldnt be so hard to give it a label when picked up.
- many more annoying and easily fixable things i dont remember right now

Otherwise: GREAT game, best brotato clone out there.

edit:
- we should see, which rank is the maximum we have cleared with each character (see-brotato, i finished every character on rank2 levels). For now, i have to keep notes somewhere else, as every character has 3 sub-types, and we dont know what is the maximum level they completed the game.
- xp-shards on level sometimes just drop out of the playable area
Last edited by maross80; Sep 15, 2023 @ 2:48am
poop lol Sep 14, 2023 @ 7:42am 
A lot of good points here. I know this is a new game so I didn't wanna start a whole thread of complaints. I love the game already but there is so much room for improvement (which is great). I agree tank builds are under powered. The pause screen to should show my inventory and my stats so I can better understand what I should be moving towards. Overall I know a lot of these problems (specially balance wise) will get updated in the future. thank you to OP for vocalizing these issues and also to the dev(s) for listening
Zyrppa Sep 14, 2023 @ 8:12am 
I've been playing Vampire Survivors and Hall Of Tornment.
Both of them are hard, but addicting.

God Of Weapons is much easier (and i like it that way), but it need more floors.
When i get to floor 20, i start feeling that i have enough money etc. to proceed and manage my inventory. But then game just ends, like it hasn't even started.
DesertMaverick Sep 14, 2023 @ 11:24am 
If you hover over a stat it tells you exactly what it does. Some are straight and don't need explaining like dodge rate, when you hover over recovery, it tells you how much you hp you recover per second. The game tells you characters like priestess don't scale with other stats but just recovery etc.
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Date Posted: May 9, 2023 @ 1:35am
Posts: 5