Can UI Tween minigames be harder on low performance devices?

So I released a game that relies heavily on a mini game achieved by tweening a Ui frame, and I have seen countless new players hop on, somehow fail this game 10 times in a row and then promptly leave. I say somehow because I have made this minigame the absolutely easiest it can be without making it completely redundant. I could probably beat this minigame 100 times in a row without even trying that hard at this point.

Here is the minigame in its current state:

The success calculation on the backend just finds the red bar’s Y position on click, and then calculates the green bounds based off its Y size.

I had one person say the game is too hard because their game was lagging, even though my game’s average frame rate is a steady 59 FPS.

Does anyone else have any experience with this? would lower refresh rates on your device make something like this extremely difficult? Is it a performance issue?

Any feedback is greatly appreciated, thanks!

Hey

The success calculation on the backend

Is basically the reason :happy3:
You see, each time a value is changed on the server (in out case the value is interpolated) , server has replicate it to the client, and the replication speed depends on ping, so players with bad ping can experience theese values lagging. This is a common mistake.
What you should do is move all the tween functions to the client. The “Seeds” or whatever you want can be obtained by client from server through a remotefunction.
Hope this helps!

Hey! Thanks for the reply, the success calculation does live in a local script which is why I am confused this is happening. It’s okay though, I am scrapping this game as the analytics are just horrendous lol. Thanks for the help anyways though!

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