A game I've been working solo on for a while, Survive Ducky - looking for advice on gameplay and advertising

Here is a link to the game!

Survive Ducky - Roblox

I have been working on it for a while now and I am pretty proud of it. I want to start growing it but not really sure how or even if it is good enough since I don’t seem to get much feedback on it in general :frowning:

Let me know what you think!

6 Likes

if you want to get a gameplay like zombie strike (an old classic) then maybe work on getting better looking guns (or hire a modeler) as this game seems big enough to get some funding at least from someone for you to hire people but more guns and balancing is the best you can do to get more players

2 Likes

also fix glitches that break the game as that will make people mad and listen to the community or else you arent catering to them

2 Likes

The game is overall, pretty good. However, I do have a few suggestions or bugs I should speak up about:

  • I was able to get on top of a barrier, and was able to easily avoid the mobs, because they couldn’t jump.

image

  • I was also able to get the Blue Paintball Gun despite me not being in your group.

  • It’s pretty easy to be killed as soon as you spawn, because the mobs spawn close to you, and they are only a little faster than players.

  • I also managed to equip 2 items (not sure if this was intentional)?

image

  • A suggestion I’d like to make is show much HP a mob has. It’s hard to tell how much a mob has, so it leads to uncertainty.

That’s all I can say about this game! I do like your game, and I’d love to see more work built into this game. :grinning:

2 Likes

Hey @mayoman49 ,

After testing the game, I see there are some room for improvement.

First off, there isn’t a tutorial and anything that explains how the game works. This isn’t a very good look, if there isn’t anything that explains how the game works then most players would be confused.

Second, the UI doesn’t look too appealing.

As you can see there, some of the UI is unproportionate. To fix the proportion, I suggest using UIAspectRatioConstraint.

Also, the enemies in the game are a bit broken. They sometimes get stuck, not be able to hurt the player if they hit, and they are all pretty much the same.

Finally, there’s lack of sound in the game besides from the weapon that players use.

The game is pretty repetitive, there’s not much to do in the game since most of the features are a bit glitchy. I’d love to see some more improvements in the game and I hope your game will be successful in the future and be played and enjoyed by many people. I wish you good luck on your game. :slightly_smiling_face:

1 Like

Hey Thank you so much for your help! I was wondering how to improve UI but have you any idea or any links to how I can make it so when one GUI opens the others close? :slight_smile:

But its okay if not I just really appreciate any help :slight_smile:

If you want to open only one frame, and close the rest, you can simply set the other frames visibility to false, and then just set the frame that is focused/opened’s visibility to true!

I can elaborate if possible.

1 Like

Hey! Thank you so much for your help, I ended up having to take time away from developing but I’m back now. I’m gonna start work on basically all your ideas. But I tried the group weapon and for some reason it seemed to work fine by not giving me it when I’m not in the group? It’s very weird :slight_smile:

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I had tried this but the problem I have is some of my Guis would have to move back to a position so theyre basically animated. Would you just move the position instead of making its visible value to false? I hope thet made sense :slight_smile:

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Hmm, that’s weird. I was able to use the paintball gun without joining the group. Not sure if the other can reproduce.

It all depends on you!

For an actual answer, you can use TweenPosition to move and animate a GUI object real time. You can also use this documentation for more information on animating GUIs.

If you are planning to make animations for GUIs when you open and close a frame, you should have a variable defining whether if a frame is open or not.

local opened = false
local frame = --define your frame that will be opened here!

script.Parent.MouseButton1Click:Connect(function()
	if opened == false then
		frame:TweenPosition(UDim2.new(0.333, 0, 0.25, 0)--[[you can set a custom position here]])
		opened = true
	else
		frame:TweenPosition(UDim2.new(0.333, 0, -1, 0)--[[you can set a custom position here]])
		opened = false
	end
end)

yess I actually have it exactly how you wrote it really. E.g. When you press the Codes button it does. Just not when all the others are pressed. Thank you for your help! :slight_smile:

1 Like