Although your post is in English, I’d expect some localization or translation attempts, so why is it French? And that’s just one of my smaller criticisms of this very laggy and ai-made game. I have a decently powerful computer, yet every time I dig the rocks, it creates immense lag. Also, this game is so repetitive and boring; this concept of just mining for coins (or something else, idk) is so boring, and there are multiple games like this. There is no reasonable distinction from just a better, and not a ai-made typical mining game.
Furthermore, I didn’t know what to do instead of just mining; the concepts you described in your post aren’t really explained well in the game or in the post.
Maybe I’m just too harsh, who knows? (Also why is the crate glow so powerful)
Hey! Yeah the icons and thumbnail are AI-generated, they’re temporary and will be replaced later.
And I’m working on map optimization, there’s a lot of blocks to generate on load which can cause some lag on lower-end devices!
thank you anyway for trying the game
Hey, the game has a full localization system so it should display in English automatically.
If you saw French that must be a localization bug, sorry about that !
For the lag I’m aware and working on it. And yeah if you only spend a couple minutes in the game it can feel flat, but the events, deeper layers and rarer relics really open up the longer you play ! ^^
AI or not AI (although there is a big risk of getting dislikes, poor engagement from a lot of people that are strictly against AI, and that definitely can negatively affect the algorithm not favoring you), what ultimately matters is if your game has potential (the main idea), and it has, unless I haven’t checked thoroughly, is there an archeological digging game already popular on Roblox? If there is not, it could work, focusing on this rare relics’ hunt. Haven’t checked, yours involving fantasy, mythology?
The homepage visuals are actually evolving right now. As for this type of game, I’m not aware of an equivalent out there, but I’m hoping it’ll find its audience regardless!
Have you had a chance to try it out? Was it fun? ^^
Hi, I tried out your game, but apparently, I left after a few minutes because I wasn’t engaged with the game.
The game looks like it was made by AI, as I can clearly tell from the UI and the game’s images & assets.
Digging in first person causes a large lag spike for half a second, and looking down on the site causes FPS drops whenever you have high FPS. It feels like this game has little to no optimization at all.
The game’s localization also needs to be fixed. There is English and French that are mixed throughout the game.
The events in the game don’t feel rewarding though, but a 10 minute cooldown for one event is pretty boring to me as the game goes on.
There are also placeholder or leftover assets behind the map. It makes me think this game could be a work in progress.
I don’t know whether or not it’s intentional to put the skeleton with a visible health bar that has no health on the corner of the map. I walked onto it, and it instantly killed me.
There are free models in this game that could have potential viruses, just warning you. (Except using Roblox Official Assets)
The game overall is pretty much repetitive, though, as there’s not enough content to do. I recommend shortening the event timer, making the game engaging, and trying to make the game not look like it was made with AI.
Also in the future, please do not make AI generated games. You can use AI as a tool, but not over rely on it.
Serious framedrops when mining (I think that’s RunService related, not sure.)
Poorly structured events
Lack of content beyond mine, sell buy tool
Weird lighting FX from crates/obtaining items
are very much present, but to add some more stuff worth thinking about:
You have a very wide spread of art styles mixed together asset-wise. Try to stick to one style (realistic, fantasy, cartoonish, low-poly, etc.)
Progression/Economy. Maybe draw up a spreadsheet or something with the expected blocks mined per upgrade. define an expected value return per block type, and then define an expected return per swing for each pickaxe. That should help you scale progression and coin economy a little easier.
That said, the actual mining is painfully tedious, most mining games these days use a click and hold (or click and wait) feature because having to constantly click is a massive pain. It’s also relatively bland, the archaeology theme is different but it never presents itself in any substantial way, it’s a minor visual variant on the mining genre at best. You’d have to lean into the theme a lot more aggressively if you want it to stick out at all.
No inventory button. Or at least none that I could find. what if I want to see what items are in my bag, or inspect their descriptions/value? If each item had a description the archaeology theme might have some semblance of depth to it.
The 1 animation in the game is lackluster.
Backpacks don’t seem useful with the current gameplay model. You can teleport, sell, and be back to mining in under 10 seconds, and it takes quite a while in deeper parts to fill your inventory.
The most damning issue is that the gameplay does just feel flat. No amount of events or rarer more expensive relics can save that imo. The game needs some sort of real depth to it, and I don’t mean a deeper pit.
All in all the game is honestly barely playable. Closer to a prototype than a playable game. If I had been playing as a normal player, I would have left within the first minute of gameplay. Maybe look at game like Gilrock, Azure Mines, and Miners World and try to imitate some of the features in those games that feel fun.
Thanks for taking the time to test it and write such a detailed review.
Some of the points you raised have already been fixed, others I’m taking on board, especially everything related to the gameplay loop becoming repetitive, that’s a real point to think about going forward.
Quick clarification on the archaeology angle: it’s mainly meant as a theme/skin rather than the core of the concept for now, but it could definitely evolve and take a bigger place later on if it makes sense.
Anyway, thanks again for the time you put into this, this kind of feedback pushes us to ask the right questions