Movement shooters are practically nonexistent on Roblox. I’ve attempted to solve this with a passion project of about 7 months. This game (Air Battles) is an adaption of Trolldier from Team Fortress 2. Unfortunately I’ve run into some issues whilst advertising via Sponsorships.
1. Players do not understand the mechanics. Despite a tutorial, players who join don’t understand the fundamentals.
How can I make it easier to understand?
2. Most Roblox players are inexperienced with complex movement & gunplay. This game features many moving parts, which I have attempted to cover in the tutorial. Unfortunately, this discourages players who are looking for an instant ‘reward’ when they join, or shortly thereafter as it’s not an easy mechanic to pick up.
How can I reach the right audience for this game?
How can I help the player stay committed to learning rocket jumping?
It’s likely the game will have 0 CCU when you click the link, so here is a short video that shows the mechanics in action:
This tutorial doesn’t actually make the player practice how the mechanics work.
It gives the player too much to read, and nothing to practice.
(you should make it an actual training map, with a ghost that shows what to do)
And the maps are too unforgiving for newbies.
For ex: sfoth, noobs will definitely fall alot (also i jumped into the portal lol)
also the movement feels a bit too responsive, and not floaty enough.
I can be moving at high speeds turning to the left and then snap right.
Also with the movement: I’d expect shooting a rocket into the wall would boost me in the opposite direction. But i just don’t get any boost / boost into the floor / boost weirdly along the wall.
And, i couldn’t figure out an actual way to 100% consistently gain speed or gain height.
You should also add in npcs to fight against when the servers are dead.
Thank you for your feedback! I’ve already implemented a few changes including a physical tutorial that had already half-made a few months prior, also it’s unlucky that you got SFOTH, that’s the only one with a void
also the movement feels a bit too responsive, and not floaty enough.
I can be moving at high speeds turning to the left and then snap right.
This is probably because you are holding “w”. while mid-air, which is a big no-no.
anyways thanks for all the feedback its helpful & i’ve done my best to improve on it