Hello! Yesterday, I challenged myself to make a game within a day. The result is a destructive, round-based game called Button Mashers! In each round, you have to press buttons to gain points and the person who has the most points wins the round. However, each button has a chance to explode with every click and will eventually self-destruct!
I’m pretty proud of how it turned out, and I’m looking forward to any feedback or bugs you encountered! Show me your high scores!
Screenshots
There are 6 maps in total, all from the toolbox. No viruses!
The buttons aren’t optimized and the game is physics-based, so it will lag. Despite that, I’ve included a part-heavy map called “Big House”, just because it was really cool to watch it blow up hehe.
I’ll be looking at different ways to make the game smoother!
There is also a specialized dialogue for those who are by themselves.
A technical button guide for noobs! (including all variables :O, not recommended if you haven't played yet!)
There are three types of buttons, red, yellow, and green, which all have different properties.
Red buttons are the biggest buttons, giving you the most amount of points. (25 points) However, they have the highest chance of exploding with no chance to escape. (50% chance, 200000 bast pressure, 30 stud blast-radius) They self-destruct after 30-40 seconds after spawning.
Yellow buttons are the medium-sized buttons, giving you a reasonable amount of points. (10 points) They have a moderate chance of exploding with a reasonable chance to escape. (25% chance, 150000 blast pressure, 20 stud blast-radius) They self-destruct after 20-30 seconds after spawning.
Green buttons are the smallest buttons, giving you a small number of points. (5 points) They have a low chance of exploding with an easy chance to escape. (10% chance, 100000 blast pressure, 10 stud bast-radius) They self-destruct after 10-20 seconds after spawning.
Deprecated
Buttons that are detached from the base will not explode and won’t grant the player any points.
Buttons are not affected by explosions from other buttons. They also can’t be triggered through parts.
(If you feel that the buttons need balancing, suggest them below!)
Like most of my projects, I have a list of things that I want to add for the future!
During the round, have loot crates fall out of the sky. They cost points to open, but they will give the player a random explosive.
Cash would be used to buy perks, like pushing or kicking.
Music and SFX (especially when clicking a button)
Toggleable ragdoll (as an option)
Camera shake (as an option)
Player data
Showing stats after the end of the round
More meme sounds when buttons explode lol
Extra maps, modes, and more types of buttons of course
Interesting concept. Overall I like the game. However you had to press the buttons in a certain spot, so it was challenging. Maybe the area to click could be bigger?
For example, if I was on the right side of the button and I couldn’t click it. I had to go to the left side to be able to click.
For a game made in 1 day, I can’t imagine how fun will be your games made in 1/3 months. Your game is simple and funny, also, it gives me old games vibes. Keep going!
That is weird. I’m using a click detector that is parented under the button itself, so every area should be covered except for the base. Maybe I’ll try to have a invisible box collider so it’s easier to click!
The buttons would sometimes get destroyed by other explosions and you cannot click them anymore. Maybe you should try fixing that so they just get thrown around. Other that it was actually really fun
Thank you for the feedback. I made it (sort of) a feature where the button disables itself when it’s detached from the base. However, I might look into making it indestructible!
An extrodinary aspect of the game, is that it’s just as fun when you’re playing all alone. Many games rely on other players to give more enjoyment, but this game supports both empty and full servers.
I couldn’t agree with you more. It was easy and fun to test the game because the rounds were quick and it didn’t require me to start a server up just to test it. I was surprised that I got through quickly because I was working on this bigger project that needed at least two players, so every time I tested the game I needed to load the servers up, which really slowed down debugging.
Thank you everyone for all the kind comments! I took in the feedback and updated the following:
Buttons now have a hitbox, which covers the whole button. I also increased the MaxActivationDistance of the click detectors by 2 studs. Hopefully, these small changes make it easier to click the button.
Buttons are now not affected by other button explosions!
Explanation
I put an invisible forcefield over each button, which prevents the button from breaking apart. However, this also removed the force of the explosion to other buttons, so they will stay still. (They will still be able to move from flinging parts)
This makes buttons easier to press as they aren’t flying all over the place, but this means more buttons will explode near the place they spawn! I’ll find another way to make them move unpredictably.