▲ 35 r/GodForgeGame
Random Beta Experience Thoughts
I’m trying to enjoy the game, but right now it’s struggling to hold my attention. Here are some of the main factors contributing to a less-than-positive experience:
- UI / Navigation - Key takeaway: Confused / Frustrated
- As many others have mentioned, the UI and navigation controls feel inconsistent and scattered across different screens and menus.
- Simple example: on PC, the Esc key should consistently act as a “back” button or close the most recently opened pop-up window.
- Graphics / Visual Design - Key takeaway: A bit jarring
- The game needs more visual polish overall.
- It currently feels like an awkward mix of realism and overly bright effects that don’t always match the environment, making some visuals feel jarring or distracting.
- Progression Systems - Key takeaway: Confused and Grindy
- Account and Champion progression feels overly convoluted and excessively grind-heavy.
- Champion leveling has a poor progression curve and quickly starts to feel repetitive.
- Skill advancement is also very grindy in the Beta, especially when trying to obtain pages, books, and tomes.
- Gear leveling (see Gold below) - hard to experiment in Beta
- It should be somewhat easier to obtain pages and scrolls needed to upgrade Rare champions.
- Champ Ascension Dungeon - Key takeaway: Confused and Grindy
- The rewards often don’t feel proportional to the effort required.
- Difficulty spikes sharply around Dungeon level 5+, which makes progression feel frustrating rather than rewarding.
- Dungeon Gear Farming - Key takeaway: Grindy
- Alpha felt like it allowed more targeted farming by slot and set.
- In the Beta, farming feels far more RNG-dependent, with randomness layered on top of more randomness.
- Gear System Complexity - Key takeaway: Confused and Grindy
- Honestly, someone needs to explain the gear system to me like I’m 5 years old. There are currently too many overlapping variables that I'm struggling to understand:
- 6–7 gear slots with fixed & random stats by slot per piece
- Set bonuses (mostly fine, but no clear indication which are better for different champ types)
- Gear grades (I–V) - add a UI explanation/note on what the various levels drive
- Gear types (Plate, Chain, Leather, Cloth, etc.) - which type of gear is good/useful/desired for which champion types?
- Set bonuses especially need clearer guidance or indicators showing which Champion archetypes benefit most:
- Defender (assume Plate?)
- Disruptor (assume Cloth or Leather?)
- Brawler (assume Chain?)
- Slayer (assume Leather?)
- Gear types are also unclear:
- Does using mismatched gear types negatively affect Champions?
- Example: Plate on a Disruptor or Cloth on a Defender.
- The current system feels like it could be deep, but right now it is not intuitive.
- Honestly, someone needs to explain the gear system to me like I’m 5 years old. There are currently too many overlapping variables that I'm struggling to understand:
- Equipment Slots - Key takeaway: Confusion
- The current 6 gear pieces plus weapon slot setup is fine overall, but nothing particularly stands out yet.
- Raid has a 9-slot system (6 gear + 3 accessories) showing that there’s room for future expansion, but I’d recommend refining the core foundation first before adding complexity.
- Weapon Crafting - Key takeaway: Confused and Grindy
- The process currently feels excessively grindy:
- Farm Hag’s Hollow endlessly
- RNG crafting results
- Then level, refine, and imprint
- I’d also recommend expanding the weapon system to include shields or adding a dedicated shield slot.
- The process currently feels excessively grindy:
- Imprints - Key takeaway: Confused and Grindy
- The effects and outcomes of imprints are not always clear or easy to understand.
- Could be a cool and defining system, but right now it's adding more confusion for me
- There really needs to be:
- A preview system
- Or a “this is what will change” comparison before finalizing an imprint
- You may also want to introduce a smaller set of simpler or "standard", easier-to-understand imprint categories:
- “Good for Defenders”
- “Good for Disruptors”
- Etc.
- Gold Economy - Key takeaway: Painful and Grindy
- Gold acquisition feels extremely restrictive.
- Selling gear provides crafting materials, which is nice, but very little actually rewards meaningful amounts of gold.
- This heavily limits:
- Progression
- Experimentation
- Build testing
- Beta Quest Design - Key takeaway: Painful
- Having some daily and weekly quests that cannot currently be completed because systems/content are disabled feel like a self-inflicted problem.
- Asking players to complete unavailable objectives just creates frustration.
- Learning the Game - Key takeaway: Mostly Confused
- Right now my approach has mostly been:
- Throw random Champions into content
- See what works
- See what fails
- But that brute-force process feels chaotic and doesn’t actually help players learn the systems in a meaningful way.
- Right now my approach has mostly been:
Overall, my experience has ranged from “meh” to outright frustrating. Like many others, I genuinely want to like the game, but in its current state it does not feel ready yet — which I believe the team already understands.
I also understand surveys are likely planned, and I’d strongly recommend organizing feedback around specific systems or intended Beta testing goals. Grouping questions by gameplay area or player experience would likely produce much more actionable feedback.
u/Trieg_2021 — 1 day ago