Am i being unlucky? or my game is actually not good [TimeOut]

Recently, when playing my game, i’ve seen that, people that joins my game, are always new players/new people on roblox.
Just yesterday, someone that didn’t even knew how to use the roblox default movement system, started throwing hate at my game.

Can you play it and tell me if you can (at least) understand how to play? I’ve tested EVERYTHING and i’ve found no bugs.

If there’s nothing wrong with the game, i would like to know how to make my game reach old/experienced players.

NOTE : Most of the vists and likes are people that i talk with personally.
Don’t be afraid of telling me that my game sucks or something similar, i really want it to grow

Link : TimeOut [UPDATE] - Roblox

10 Likes

Your game has a great concept that is executed in a unique manner. It has tons of potential, and I found myself thoroughly entertained while playing it! However, I did have to rely on the game’s description to understand the objective, so making it more obvious within the game itself could help new players.

I understand that you are targeting a more experienced user base, but for now, I would suggest focusing on making your game as user-friendly and polished as possible for the newer players you have already attracted. This will help the algorithm pick up your game and in turn help your target audience find it. Here are a few suggestions to achieve this:

  • Keep the UI as consistent and clean as possible
    At times, your UI can appear cluttered and inconsistent, particularly when finishing a game. There are multiple pop-ups, some of which overlap and clash with each other. The font sizes, font faces, and rounding of the corners of elements vary, which can be distracting. While the UI is not necessarily bad, cleaning it up could improve the overall experience. Make everything cohesive so things like the donation UI and badge pop-up don’t appear out of place.

  • Where to start?
    When first joining the game, I was a bit overwhelmed by the UI. There are many menus of similar size, so emphasizing the play button (and tutorial button for beginners) could help streamline this aspect. For instance, why are the leader stats displayed above the tutorial? Are they more important? In addition to this, some younger players may not understand what “leaderstats” means, maybe try changing it to “leaderboard” or something like that instead.

  • Jump pads
    The jump pads initially confused me, and I could tell other players in the server were struggling as well. Including them in the tutorial could help clear up any confusion.

You’ll be surprised how much a little UI improvement can do for a game. Apart from these suggestions, I had a great time playing your game and am excited to see how it continues to grow with future updates.

Remember: While getting your game discovered can depend on luck, having good statistics is crucial to attract new players. Make sure players spend a significant amount of time in your game during each play session. The lobby doesn’t have anything to do, so players may leave out of impatience while waiting. Give players a reason to come back. Having a fun multiplayer experience is one way to go about this; who doesn’t love to play with their friends? Currently, your game’s experience doesn’t seem to benefit much from having multiple players. If you provide an incentive for players to play with friends, they will play for longer, and the algorithm will take notice. I am no expert when it comes to the Roblox algorithm, there are many resources available to help you achieve success.

I can’t wait to see where this game goes (and sorry for such a long response haha)!

7 Likes

Hi, I played your game singleplayer for a bit and have some thoughts. Also, I agree with @Oonzii’s suggestions regarding the UI and first impressions.

I will be explaining my very first impressions of the game. For context, I immediately went to the tutorial. Also, my team recently released a game outside of Roblox that also has an “unexpected” camera (i.e. a fixed camera perspective), so I know that a change from “common” Roblox camera style will lead to some bumps with first impressions. Expectations are to be planned for since the mechanics of this game are common based on its genre and camera (top-down platformer). So even if the mechanics of your game are ultimately good (it seems like a really promising game), the “bumps” with expectations will affect how new players will see it.

So since your game’s camera is fixed top-down perspective, I assumed that I could only walk (WASD). I didn’t know that I could jump until I started messing around with random key presses. Then, when the Arrow Keys controls were introduced in the tutorial, it took a little bit of getting used to but I was able to understand it. From there, I began to expect to use the Arrow Keys often, i.e. for obstacles with very thin entrances. However, once the tutorial finished and I got into the real game, the 2 maps I tried playing did not seem to have many opportunities to use the Arrow Keys controls. Also, by my expectations from playing other top-down games, I assumed that, since the UI is controlled with Mouse, that rotating the character is also controlled with mouse. It doesn’t initially make sense to me to add Arrow Keys for character rotation, when you can just focus on WASD and Mouse Movement as being the only controls. So if it’s possible to add Mouse Movement for rotating the character, even as alternate controls to the Arrow Keys, I think it would help.

As a nitpicky thing, my first impression of the first map I played (it was a place where I had to touch 4 switches, I think), I wish there was an option to turn off the guiding arrows. The arrows were too distracting to me. I wanted to feel independent in searching for the switches, because in these types of games I think a satisfying part is being able to search for things based on context and environment clues. But I ended up just blindly following the arrow trail. I understand adding an arrow trail for first-time players, but I think there are alternate ways to highlight the switches without needing to use only an arrow trail. For example, a graphic of a triangle on top of the switch, or maybe even just expanding on the environmental clues and landmarks in your levels. The arrow trail to me destroys the core appeal of the game, which is exploration and navigation… that’s just my impression of it.

5 Likes

Thank you so much for your time and feedback, i only can say that; obviously i will see what you said on the message and probably fix/add some of the suggesstions you gave.

About the arrows, i agree with you, but also, i added them because most of the new players were kinda confused, they didn’t knew were to go. But what you said may be way better than making the arrows always visible.

And about the character rotation, i also agree with you. They should be added on earlier maps since the tutorial shows it as something frequently, only hard and medium maps have these obstacles.

Thank you soo much again, have a great day!

3 Likes

Dw about the long reply, i prefer a full and complete review, thank you so much too for telling me your suggestions and impressions about the game. Whenever i start working on it, i won’t forget your recommendations.

The jump pads are rushed (my bad), i had to make them local sided since server is delayed, and i forgot to indicate what they do (my bad^2) but i’ll make sure to make it as undrestandable as possible.

Thx a lot, i will also make sure to make this game better!

1 Like