Hello, I’m currently trying to get my 7 month project: Air Battles off the ground. However, a problem (often faced with multiplayer games) how can I achieve a stable CCU (~ 20) so that players who join do not instantly leave the server? My game is PvP, so I suppose the question is how do games that require PvP as their core mechanic get off the ground, as they have to start from 0 at some point.
If you want to play I’d also appreciate feedback on the tutorial.
the first step is too hard to do for myself and kids will definitely have a very hard time getting past the first step so i think you should simplify that first
–// icons and thumbnails
another thing is i recommend making the thumbnails, icons more saturated/contrasted too make it look more appealing to the audience Roblox has now adays (simplified and more control like skipping the Tutorial it sucks ik ;-; )
–// Optimizations (added this on later)
DON’T FORGET TO USE OPTIMIZED CODE AND GAMEPLAY TO ENSURE MOBILE DEVICES ARE NOT GONNA LAG SO THAT IT PROVIDES BETTER GAMEPLAY!
the game’s idea is good and the base i just say simplify the start/tutorial and add life to it too (dialog and characters kind of like how project remix does it)
Hey thanks, I appreciate all the feedback, and i’ll do my best to implement these changes. Originally, the tutorial was quite a bit longer than a 1 minute walkthrough & was skippable, however I found basically all players chose to skip the tutorial, and when they went to play in a match, they had absolutely no idea what to do, and then left.
Due to the unique design of the game, I made the tutorial required & much much shorter. Also I updated the tutorial sometime yesterday I’m not sure if you played the shortened version. Was the first step air strafing? Or was it rocket jumping over a small wall?
If you bothered to complete the tutorial you would have realized it’s not a basic fps game, instead it is a movement shooter based on the mechanics of rocket jumping & dealing damage while still in the rocket jumping state - in fact, this is an issue that consistently occurred when the tutorial was optional- Players had no idea what to do.
Implementing numerous different mechanics including overhauling Roblox’s Character Controller and attempting to include as many source movement mechanics as I could took a while, the game also features an inventory & loadout system as well as 5 different maps and 7 different weapons, also a bunch of other stuff I’m not gonna mention. As for the gap you fell through, that was just a simple oversight while making the game as i didn’t really have anyone to test it with.
I appreciate the attempt at feedback but you need to understand that most devs have put hundreds of hours into their projects and so making the small effort to play the game in order to give constructive feedback & dialing it back a bit when doing so is much appreciated.
In that case you should probably show the rocket jumping mechanics on more thumbnails, and some other neat features. People are looking for fun ways to test the game, so it’s a good opportunity to do that.
Adding bots is a really easy way if increasing CCU, but also engagement (since they are easier than players).
For example, a game I used to own had only ~100-200 CCU for a bit, but with the addition of bots to fill empty player slots, it grew to ~1000-2000 in a few days.
Pretty unhelpful and insulting “advice”. Also just not true.
That isnt to say it doesnt need work or polish but theres a decent foundations here.
As far as getting new players go i would add bots as previously suggested, and also host scheduled “game nights” with any community you currently have, even if its just friends, just getting people in the game should signal to the algorithm that this game exists.
Yes, something that the players can fight against that replicates an easy enemy. Fake players essentially by functionality, but without misleading the real players.
I’m just being honest, when you shoot the guns, there isn’t even bullet trails/tracers, same thing for the rocket, when you shoot it, it’s not even rotated properly, if he took 7 months to work on this game, he would have added the needed detail.
When you hit someone with the gun(pistol), you can hardly tell you hit them, there are just so many other things he could’ve done if it it was made within 7 months
But that’s just my personal opinion not to mention it just looks like a knockoff arsenal