ok now to the actual points. it’s not super engaging.
the tutorial is ok, but it doesn’t tell me that the game is fun. just telling me to click boxes, build this, and repeat.
it’s pretty confusing too. i roll for the watches? the percents don’t add up, are their different crates? i really don’t know…
Yeah this is kind of the core gameplay loop, I think it’s not really that bad and is prety unique personally but I think this might have to go back to the drawing board for some touches
For the Aspect Ratio constraints, the game is made to run horizontally by design
People need results. Now-a-days players, typically the younger ones, need some type of reward very soon. Otherwise they become uninterested and leave. Also, I understand you’re trying to make a profit, but focusing a lot of it on “Pay To Win” versus “Free To Play” could discourage players. Again I totally understand though…
As I played the game it was very bright. It was very hard to see what the text labels said since they matched the environment. I’d suggest adding a UI Border.
I can tell the loading screen was done-improperly, it’s not in replicated first which means the loading screen is actually not even loaded correctly when trying to load the rest of the game.
The design of the loading screen seems very basic, and not at all personalized, it seems almost as if you spent little to no time on this aspect.
The contrast is horrible, it’s very hard to read what’s on this UI, considering you’re using bright colors that dont match up with eachother.
On the dialogue box you shouldn’t use typewriter, it’s super tacky and would have been better to just add the text outright, for fast readers like myself I am finding that I essentially have to wait for it to finish it’s animation before I can finish reading it.
I do like the wizard Icon though, it looks good and polished.
Right away in the tutorial I have to collect 8,500 time tokens, which is a high amount for a first mission, it doesn’t give me that dopamine rush of completing something.
Then I am prompted right away to add the game to my favorites. This does not give me ample time to actually see if I enjoy the game first, that’s what the favorites API was built for, it gives people the ability to favorite their game if they actually enjoy it without leaving your experience. Give players some more time before prompting, and maybe instead add a button for them to click to favorite instead. I HATE games that constantly prompt for me to favorite their game.
Randomly prompting for gamepasses, with “limited-time” deals is poor UX. As well as the fact that the UI itself seems stretched.
For the random rolling in the mystery chest, there’s no actual rolling graphics, which the audience might appreciate more. Instead it just shows me what I win, personally I would much rather have the suspense build up.
For the Map Design:
This chest in the middle of my way when I am trying to get around quickly just seems ill-placed, maybe move it somewhere a little more out of the way.
Otherwise the map seems polished, and the eras seem pretty accurate and consistent all the way through.
This game seems like just another cash-grab game, while creative and has it’s own spin, it’s entirely devoid of any character at all. I am constantly prompted to give you robux for what seems like a sub-par game that was thrown together with some free assets to gain monetary gain, rather than creating a game that individuals actually want to play and want to come back to play.
The game is doing poorly even with your ad campaign because it’s just flat out boring and unoriginal. I suggest putting your time and effort into an actual game that players will enjoy playing. I hope you take this entirely honest and blunt review as a wake up call to not follow in the footsteps of failed youtubers who make piss-poor content to try and make money. Roblox is not your get rich quick scheme and you should stop ultimately disrespecting the whole community of Roblox players with your low quality, low-work cash-grab game.
I played for a little bit and I have some suggestions:
Every time I join the game I have to wait around 10 seconds for the load screen to go away, give me a skip button so I can get into action quickly.
Clicking a object has effects however it would be great if there was a highlight instance so the clickable object would flash white or red to really sell the impact.
No player animation when clicking on object at the moment. Add a short punch animation to make the player feel they were the ones to break the object.
In the watch shop, when I click the inventory it does show all the watches as intended but I don’t see a button to filter only the ones I do have (at least on mobile). Add a way so I can only see the watches I have or I have to click the right button a lot.
The punch animation and the highlights on objects will definitely make it more addictive to click.
I love the blunt truth here, believe it or not this is my first ever attempt at using roblox studio to make a PROPER full game with zero experience whatsoever, the entire game took 150+ days to make solo from the models to the icons to everything.
Going for a simulator style game with a simple game loop was my only choice to kickstart gamedeving because I can’t physically jump on a complex idea from the getgo.
I will definitely work on UI Visbility and trying to smoothen out the experience as much as possible though thanks for the feedback!
I like the punching animation idea but straight up it would look weird because of how you can click on slightly far away objects and go through them very quickly, will most likely reiterate on that idea!
To add to the other replies, i’d also like to mention that the clickboxes are very inconsistent. I don’t see why you can’t just click anywhere on the object and be able to damage it.
Epic, I do have an idea for a damage animation. You can reject this idea if you want but it is worth considering:
Time Master has a wond type object in his hand and he is wizard looking. So what if Time Master gave a wond to the player that specializes in breaking objects. This wond will always be in left hand just incase you want the player to have something in right hand. That way you can have an animation of the player using the wond to damage the objects from close up and far away.
Time Master giving the player a wond would also help the friendship between the player and Time Master, making him more memorable in the minds of the players. You can have a wond for each timeline too but that may be too much reworking so just one default would do maybe.
(I deleted one of my posts because I wasn’t naming Time Master correctly. I am sincerely sorry to Time Master for not saying your name correctly pls forgive me)
Firstly, I would suggest implementing Onboarding Funnel analytics to get a very clear picture of where people are actually dropping off. I bet the vast majority of your low session time is due to people not understanding within the first couple minutes, and then leaving. Below are my best guesses as to what is making players frustrated enough to leave so early.
I’d say focus on average session time/playtime. That’s the main metric that the others rely on - if people are playing for 3 minutes, it’s likely they aren’t coming back (they won’t become a paying user, they won’t contribute to retention, etc.)
Simulators succeed because they are very simple to play and the core gameplay is satisfying throughout, meaning there’s good feedback, low frustration, and a lot of clarity. You aren’t confused with what you need to do next.
In your game, in the first few minutes, I was confused.
Your tutorial area is bad. The map itself is nice and the models are great, but it should be used for a future zone. There is so much clutter for a tutorial and very little contrast, nothing that strongly guides you where to go:
Even the tutorial arrow is a light blue, which makes it hard to follow.
Clicking on the items is not always consistent (guessing it’s the same for mobile). You have to click on certain spots to actually gather the time chips, which is really frustrating, especially if you don’t understand why or where to click.
The mystery chest should be moved elsewhere as it interrupts the tutorial, adding frustration when the player is likely already confused
The cost to build things should be ON the thing you need to build, not just below. It almost looks like that’s how much money you have. Could be improved by adding a bar instead of a percentage value, too.
Nothing changes when you reach 100%. It should feel like you’ve actually achieved something, But it does nothing other than showing you the arrow and relies on you knowing what it means when it wasn’t really very clear in the tutorial (majority of people will skip text if they can)
Those are some of the basic points. I’d focus less on a written tutorial, too. Make it so intuitive that you can understand what to do without reading anything.
Overall though, if you can make the game a lot clearer, I think it could do quite well. Your animations for damaging etc. are fun, the environments are lovely. Just needs some work on the clarity.
This isn’t helpful or even true. There are a lot of factors that go into games succeeding. The unoriginal comment is reasonable, and I do agree a bit since it is still a simulator - but that’s not ‘the reason’ it’s not doing well.
Yep onboarding has been a huge issue, believe it or not this tutorial is highly polished right now it wasn’t even this clear and required like 50,000 to finish the first stage
You are right because the onboarding funnels show that most people quit at the campfire stage, which is when they have to use that hint indicator. I’ll make sure that its way clearer what it does and fix watch shop UX
I am sorry but is it just me or doesn’t it look like his eyes are like out of his sockets. I know now they are glasses but the pupils are like in the glasses and makes it look like the glasses are the eyeballs. It kinda startled me a little when I saw this.
I made this quick concept image that changes the glasses to look way more like glass and not anything else.
yeah, basically all games are meant to run horizontally! but their aspect ratio can change. we got square monitor gamers and then samsung ultrawide gamers. you need to make your game fit for everyone’s device. (except for vertical phone gamers, screw that!)
please incorporate the UIAspectRatioConstraints though, it is fundamental in building UI!
i mean just imagine if you were on this ratio of a monitor, everything is stretched and looks weird.
and let’s not talk about the fact how it seems like 10 different artists made icons and it was put together here.