Godslayer Arena

Godslayer Arena

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Jul 15, 2025 @ 5:59pm
Post your wishlist for Godslayer Arena!
Hello hello everyone!

I saw another game create a thread like this and I thought it was a great idea so let's try it out!

The purpose of this thread is to have a general overview of what you guys think are the most important things that need to be changed or added to Godslayer Arena.

Please create a list of up to 5 things that you want added/changed the most, with #1 being the most important and #5 being least important.

Try to be as descriptive and constructive as possible. Stating why you want that feature would help a lot as well!
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To keep this thread as clean please avoid commenting on other people's suggestions as that will be deleted.

I will still be reading all of your other threads and feedback but this will help me prioritize my time better.
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Showing 1-15 of 27 comments
Some possible interactive items during fights such as potions or charms that add some benefits during the fight at key moments like added HP regen, bonus armor, added damage and things like that.
Rework of Spell Upgade System:
Increase of only number such as damage, probability of effect, or duration by upgrading is a little bit too plain to play. I wish every spell is able to change uniquely at least when max upgraded, (e.g. summoned minions at Gold aquire additional spell)

The one of Rift Wizard would be ideal for me :)
Currently Gate 10 is not fun. If you don´t get what you need and have a lot of luck you die.
At Gate 10 you can see that some spells are really bad and need a rebalance. i think one fix could be to lessen the stat reduction at Gate 10. Another thing could be other ways to earn fateweavers, e.g. once a run if you get 6 shadowborne or 7 deathblade (etc) you earn one fateweaver.

Martial seems weak, but i´m not 100% on that, as i haven´t crunched the numbers on it.

At Gate 10 there are to much curses. Either curses themselves need a rebalance or a reduction of active curses.

The Arena every 5 levels need some rebalancing. Here you can also see that smarter targeting need some love.
#1 Curse System Rework, my personal flavor for this involves adding in difficulty through things other than nerfing the player. I love games where I get to make the game harder but get more rewards if the build is up to it. Things like add 25% more basic enemies in the fights, will be doable if you have good AOE, or if you want to evade a lot. Those make sense to me instead of just suddenly getting weaker.

#2 More types of enemies. I would personally enjoy a wider variety of enemies to test my builds against. Things that would make having different tags mean more than just getting cursed, like flying enemies taking half damage from melee auto attacks, but extra from projectiles. Adding in more healers for enemies, but giving some traits natural healing disruption, things like that can be fun to plan around to me. (Also could just over complicate then game, whose to say)

# 3 Resonance changes. Personally would like to feel more ways to engage with this line of rewards than a few random skills and clicking skip every few waves if things are going good. I like the reward types it can offer, as their unique and things, I just find the choice of how to get it feel pretty lackluster most of the time.

# 4 Targeting for AOE abilities and dashes. I would just like smarter targeting. AOEs aiming for highest enemy count, dashes not sending you through 5 packs of enemies at once.

# 5 Arena Bosses. This kinda goes with my Number 2, but it also can just sit on its own as a different change where there is just unique bosses added to the game.
Not in any particular order.
1. Progression System
Currently, higher gate only offers a suffering experience, without any benefit or ways for the player to have some sort of control against the odds. It's pure RNG. There should be elements that benefits the player when choosing higher diff, not just pure downside.

2. Shop System
The amount of free reroll per round is just too low when you don't reach max level, while the weight system is so trash that I have multiple runs stuck at 8/9 copies of 2 spells and not being able to upgrade. after 2 arenas. And that's with the Counterfeit Necklace.

Having transparency about the chance of each tier of spell

3. Level Up
Aside from gaining a spell slot, level up feels so underwhelming, yet you are forced to do it so you have more rerolls, and that only happens when you reach max level.

4. Targeting System
Other have said it so I dont need to repeat. The current one is so dumb. AOE hits 1 target, Dash/teleport pull the whole map or getting stuck in a corner.

5. DO THE BALANCE BETTER (IMPORTANT)
Why some spell value are so low on average? Some spells are literally trash on higher gate, and stats are just not meaningful.

You either go for a broken build or you die in round 10-15 on gate 10. While there are so many fun things to try out, there's too high of a chance for you to not being able to get to that part.

You can't even switch build mid game since it directly affect your defense, aka health. And the rest of the defensive stats are just bad or not scale well enough.

6. Curse system and the gate difficulty
The most difficult part of the game is the first 15 rounds due to how bad the curse/gate is from the get go.

Instead of dumping a lot of negative things on the player right from the get go, let these grows as gate pass instead.

And stop with the curse that literally break your build in half. Make curse buffs enemies rather than affecting the own player.

7. Mastery Spell
Why not let the player choose what their playstyle is from the start? Instead of waiting for the 1st arena to pass?
1. Reserve - There should be a way to reserve or lock a spell during selection. Even with using the appropriate level to "maximize" the odds of rerolls, there are still so many options that RNG is skewing it.

2. Banish - In the same vein, having this option in conjunction with above will make it easier to build. The whole point in the later stages in higher gates is to stack up resistances. It's hard to do that when your build is not even finished yet or still trying to pull Level 1-3 spells.

For 1 & 2, it could be an actual feature or implement a currency to use it or just use fate. It can also apply to masteries as well.

3. Mastery Rerolls - During mastery selection, instead of pure RNG, maybe have the option of re-rolling Ancestries vs Disciplines.

4. Mastery Gems - I shouldn't have to rely on gems to complete some of the skill sets especially on how difficult the RNG is.

5. Bosses - Definitely should have a boss every 5 stages and an uber boss on stage 25. Hehe.
Endless mode on any difficulty
Huntress is too weak compared to Bloodlord. I think it needs a 2x or 3x buff across the board to be as powerful as Bloodlord.

I don't really worry about balance but Huntress really needs a few stupidly powerful spells otherwise it's just not fun to play.
Hello your game it's amazing, really !!
If possible i need french language, with IA traduction it's fast !
Thanks a lot
Portuguese BR, please.
Better UI to track damage numbers and understand what did why and how.

Rn I often feel like I'm slapping stuff together with the same keyword, hoping it sticks, then feel too scared to change that Jenga tower in the lategame. Besides, it would be too hard to pivot, anyway.
Hey,
Im enjoying this game very much.

I would still make a few suggestions:
- UI needs to be improved - making combinations and matches more obvious and clear
- Spell + Gem and Equipment Planner would be nice, which will make matching easier
- a few in depth number analyses like expected damage
- in depth damage report
- combination report or preview
- range is a lot more difficult to build than berserker, maybe balancing?
- Seer and Oracle are the same, but different names?
- a few mechanics werent easy to understand - maybe some examples how they work?
- search/filter/index for text in spells (like searching for "stun" in which spells)
- to make it less RNG maybe build some dependencies for pathbuilding, like if i got 5 summoners spell - im more likely to get summoner godshard or related items?
- summon puresoul says: additional projectiles -> additional pure soul, i got 5+ projectiles, but got no 5 summons, only 3 ...
- hotkeys for keyboard: rerolling for example =D
- finishing a high level run, doesnt feel rewarding after level 10, is there sth we can add on rewards?
Hello, the big problem with the game is as an autobattler, there is only one hero in the battle, instead of 4 or 5 that we usually find in other autobattler so there less managing between combat but as the number of spell increase it gives us a bit more managing to do.

1- I would like to slow down the combat (different speed) so we can see what going on and be able to do better preparation for the next combat.
2- At the end of each area, I would like to know what all my spells did during the combat (stats) to know if I should keep them or replace them.
3- When we move to another arena, I would like to see a map that show our travel between arena, it could be as simple as Slay the Spires. Because right now it doesn't feel like we move but instead continuing the same arena.
4- At the end of the run, in the victory (or defeat) screen, I would like to see all that we unlock or keep for the next run on the same screen (victory screen). So it doesn't feel like we start from nothing after each run.
5- To be continue.
My last wishlist from my message above:

5- Like I said in my post above, we need more info on what our spells do during the combat, the info on the right side (dps) is good but not enough for example for defense spells, etc. We need this info to know the impact of our changes and to know what to do to make it better.

Also, it will be a good things to add other things to do besides combat (combat is usually only one part of a game) like exploration of a map (a map like I mentioned in my post above), upgrading our buildings in our base to increase our stats for example, a campaign to give us a goal to win the game ( defeat a nemesis, conquer the world, save the world from something, etc.), etc.
My understanding, and maybe I was wrong, was that after beating frenzy 1, I would be able to go to frenzy 2 on the next run. If I am wrong, I would like to see increased levels of frenzy.

Frenzy is described as a never ending descent into madness, maybe make it so after wave 25 it just continues without anymore rewards/ card shops just to see how long you last. Instead of wave based rounds its just a increasing timer to count how long you last.

I would like a run history to see what runs I have done, the successes and failures and what items/cards I picked during those runs.
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