Feedback / Bug Test for Caverns (before release)

Testing before Release

Hey there, ive been recently working on a game with a friend. We are quite happy to be releasing soon. But before that we need to find out any possible bugs and issues with the game to ensure the best flow.

If you are interested, feel free to try out the game. Its limited to a group only access right now. So just join the group and you should be fine. Sorry for the 16+ age. I am paying the 1k robux fee only on release.

Link: https://www.roblox.com/games/97224272280431/Caverns
Group: Play Games Official - Roblox

Please report all bugs and issues you have found under this post!!

See ya in game!

3 Likes

I was pleasently surprised playing this as I’m currently away from home using a crappy laptop with crappier wifi yet it still ran smoothly. The only time I noticed a little lag was when using proximity prompts and interacting with NPCs (eg. the blacksmith).

One semi-critical maybe-bug I noticed was when interacting with Ralph, the quest giver. After interacting with his proximity prompt, nothing happened, and the console gave me an infinite yield for PlayerData:WaitForChild(“Quests”) or similar. Immediately after I got disconnected cause of network problems, so you can probably disregard this as an issue on my end. Upon rejoining everything was fine.

I really like the game’s build style and visuals, it’s warm, inviting, and cozy-seeming. The mechanic when swinging the pickaxe where you must hold for x amount of time but not too long was cool, and a good way to prevent spam and make the user experience ever so less grindy.

I adore your UI, and might even take inspiration in my own game. I especially love how the WHOLE screen reacts to opening or closing one menu (for instance, closing the changelog has a ripple effect on the rest of the UI). The “You’re here!” with the location markers is cool as well.

Some minor critiques:
When completing quests, I see text saying “you attuned to [location]!” A little bit of clarity towards the user as to what attuning means might be helpful. After interacting with the totem, I can kind of piece together that attuning means being able to teleport to [location] and my totem is “attuning” to it, however perhaps text saying “see totem for more info!” or a totem icon may be helpful.

I also noticed that in the equipment menu, the pickaxes are not sorted (in my opinion) correctly. The basic pickaxe shows up first, then the rusty pickaxe, then the iron pickaxe, and lastly the copper pickaxe. To prevent confusion, sorting the pickaxes from least to most damaged or from first to most recently purchased might be better. I would also add an “x” to the equipment menu, as I believe some users might forget how they opened it, or (if the game is open to mobile) mobile users have no way to close it.

Some suggestions:

When selling ore, adding a “selection” menu to replace “sell the ore I’m holding” might be helpful for players when they’re on a quest and need a specific ore but have a full inventory. Essentially, a menu where you can select which ores to sell and then click a sell button may be helpful.

When a player gets a minerush, I think you should add an aura or better indicator that they have one besides just the sound that plays. On one hand, this provides a more visual cue of when it starts/ends without having to look in the bottom corner of a player’s screen, and on the other it can make the game have more feedback, which makes it more fun.

And the final thing: I think the progression is too fast. I blasted through levels 1-12 and the iron pickaxe, Anchorpoint, Jungle, and meteorite pickaxe. But then it slowed down drastically, and I feel like there’s alot more grinding needing to be done to get to level 15 and unlock more content. Slower progression isn’t an issue, nor is fast progression, but I feel like it’s too stark a difference.

Ultimately, you earned a like and a favourite. Your game is fun, and I will certainly play it again. Good luck!

2 Likes


i got jelled :sob:

But for actual feedback (I’m gonna nitpick a lot, obviously choose what you want to take as actual feedback and not ranting):

  • The camera shake is really strong on mining. You mentioned you wanted all audiences, so as for that sake Id say nerf it a bit, because its a bit annoying to readjust the camera angle ( unless you wanna stare at your own characters feet after 3-4 swings). The younger audience might not enter settings, but still find it subconsciously annoying?

  • I think its faster to spam click rather than to charge the pickaxe (:broken_heart:). I suggest nerfing the spam clicking, and making charging up more worth it? Also the variation, is cool, but causes messups sometimes, and further points towards spamming the pickaxe rather than timing it..

  • I do not think I would have found out about enchanting without you pointing me towards it. Its also a bit annoying to enchant quickly, the entire screen stays blurry for the entire enchanting period ( if you try to enchant efficiently.) I suggest cleaning up the ui faster or making it skippable, while also adding arrow pointers to new features unlocked? I also did not find about upgrades until the end of my playthrough..

  • Another nitpick: The character moving full speed while swinging the pickaxe throws me off, any other game slows down the character (jjs, tsb, fisch (full stop i think) etc). Just slow down the character a bit? My personal opinion though.

  • When you know the player has to walk a long distance (if there is), prompt sprinting? I didnt know the player could sprint until you told me that ingame..

  • The mining frenzy ui has to be replaced.. I think you mentioned it not being done, but im not sure. It looks ai generated and doesnt fit the rest of the vibe ( I’m assuming its ai generated for testing )

Other than my personal preferences projecting into this rant of nitpicks, I think the game is amazing and most likely will satisfy the majority. I just wrote up what I think some people might also notice or subconsciously get affected by. Good luck on release :crossed_fingers:

1 Like