Excited to share our game, Survival Simulator, co-created by me and @Saltax after tons of development. It’s a radioactive wilderness adventure where you gather artifacts to upgrade and delve deeper into the unknown. We’d love your feedback at the moment!
We’re planning to promote Survival Simulator on popular social media platforms like YouTube and TikTok, and we’re also considering advertising on Roblox. If you have any more marketing ideas, we’d love to hear them!
Overall, I think you guys could use some QA tests.
I was playing with a couple people, @optimizedcoder, and @Iemny, so some things here are what they asked me to mention, credit to them! So for some of these points I won’t have photos, but just words.
Wonderful trailer!
I really love the style of this game, and the apocalyptic atmosphere to it, music, building, meshes, UIs are all great. There are some un-tapped and innovative ideas which you have implemented here, a very good job!
Take what is here with a grain of salt! It might seem like all the following stuff is a lot of bad things, but really it’s just a bunch of little issues, so it only appears to seem like a lot. The good certainly outweighs the bad!
The main points:
I think that the overall gameplay, systems, etc. are great. However, I think this needs something to set it apart from other similar games.
It’s lacking a bit in something memorable or unique to me, perhaps it’s the name ‘Survival Simulator’, it’s not a very memorable name, it’s more of a search term (which I understand for this but perhaps it would be better in the description than the title). For instance, Jailbreak could have been called ‘Criminal Simulator’, it would have been way less memorable.
If you need something to jog an idea, try working the word ‘Scrappers’ into a name, Iemny mentioned that and I think it’s a pretty good start, can be turned into something memorable perhaps with another adjective.
Perhaps this is a weird coincidence, but if not, the next item to be collected by the metal detector is the same position for everyone as far as we’re sure. This should be a bit more spread out, though it does make sense being ServerSided.
We agreed that the spawn location should be more centralised, it feels kind of trapped to spawn in the corner of the map. Spawning in the middle would allow for easier travelling, as well as better likelihood of players being spread out across the map.
The smaller points:
The cost of the MRE bag, as a ‘Historical’ class only costing 40 coins was thought as being a too low for that class.
I think that you should have more of an incentive applied to improve stats. Only a heartbeat sound doesn’t really make me feel too worried about health, maybe a bouncing icon could provide more of a ‘need’ feeling to get healed. I also recommend applying this for hunger and thirst too, maybe like a tunnel-vision or other effects as you get more hungry/thirsty.
I really think you should use dynamic footstep sounds, it would make things a little more immersing.
This experience bar was found to be confusing, using operators like > / : try emojis instead.
It would be a good idea to allow stats visibility in the inventory, so that you can see how much you have left for each level when consuming, uh, consumables.
From completing the tutorial, we didn’t feel the need to speak to the field professionals.
The littlest points:
Maybe this is how things work in the future of this game, but I don’t think that type of metal detector could have a range that far, lol.
The pawn shop music is a little loud
Personally, I don’t like the white borders on the icons on the left of the screen, all the rest of the UI has black outlines, dand the white filler for where the minimap ends.
With the big signs outside shops, it did not make much sense to use UI icons that hover above them, however this may still be useful when far away, for the whole town rather than each building.
When you find a better/worse quality item, the original value is replaced by a standard font, and does not fit store UI.
Purchasing food/drinks has no sound.
When discovering an item, if you move around during the green-screen, the camera will spin and be manipulated in odd ways.
The scientist says that we are not able to sell contaminated items, and the DeContaminator machine was not able to be used. Additionally, after digging up contaminated items, you can no longer see if it is contaminated or not, and you can sell it either way.
The game title is mentioned to be in Alpha, but the badge was not awarded.
Don’t be disheartened by any of this! Implementing complicated systems is bound to have issues. This is merely weed-whacking. This game has huge potential!! A magnificent piece of work you have made, and will continue to make.
Best of luck to you and your team, excited to play this more in future!
Well put together. Noted pretty much all the important stuff we were able to find, so cheers for that.
Yes, it can seem like a very harsh post, but it’s a three-man-strong collective review. It is only to help get the game able to compete for spots on the front page.
The game definitely has potential. It’s pretty relaxing to play (no loud dubstep in your ear or over-saturated colors blinding you) and has enough elements to differentiate itself from the usual simulator games, but you just need to utilize the elements better.
Hope to see this game go to the right direction. Good luck, dev team.
A massive shoutout for your detailed feedback and bug reports – it’s gold for us! Your inputs will shape the next version of our game, and we’re stoked about it.
About the spawn point discussion, your idea about centralizing them is intriguing. We’re thinking of updating the minimap to include all the zones, making navigation much more easier. What do you reckon about this?
Quick questions for you:
Spawn Location Thoughts: Centralizing spawns could be cool, but we’re wary of confusing new players since the last zone, called the reactor zone, is at the end. Any tips on balancing this? Also, any suggestions for the updated minimap?
Your Game Experience: Would you see yourself playing this game again, be it a nostalgic return or a fresh start? What could make it more “come-back-able”?
Target Audience: Any guess on the age group that would vibe with our game the most? Your insights here would be golden.
Big thanks again for your epic post. Looking forward to hearing more from you!
Absolutely sounds great to have a visual aid, that will improve ease of discovery, so to me that could suffice for the spawn point being further away.
For the minimap, I think any of the floating icons that collide with the screen border should be a part of the map so long as they can fit, if not, then perhaps just indications for certain landmarks like the main spawn area or the reactor zone, such as a label or a coloured border.
Absolutely, given that there will be more replayability factors, I think what was slightly unclear for me was a sense of direction (figuratively speaking), perhaps something like progression-oriented quests/missions with the story line could improve this, even if it’s just a title and nothing more than ‘Find this object to progress’.
– The daily quests in the book you have are a great factor, but you could make them more prominently featured, like a small UI on the right above coins & RADGEMS. However, note that these are different to the aforementioned missions, as these are more reward-oriented than progression-oriented.
– I think prompting players to invite friends (not too annoying, not a constant pop-up) could also be a good idea, I think it’s more engaging to play with friends, perhaps co-op challenges, races, etc. could be a future feature.
– Also, I think a little more player interaction during the digging-up sequence of artifacts would be worth while, such as needing to press different keys to dig faster, instead of needing to wait.
Unfortunately, I don’t think I’d be the right person to advise age-groups, it’s the one thing I can’t comprehend, as I don’t understand seeing age as signifying likelihood of interest. That’s not a fact or reliable, just a current limitation of my thinking process. Though, to guesstimate, based on the theme of the game and the systems, maybe 10 - 17? I really recommend asking someone else for this though.
I’m so glad our contributions were helpful to you! It was fun to play! I’ll definitely join the comms server & group to keep track of updates.
You’re welcome for the feedback. Sometimes it can be refreshing to see how other people see the game, even if it is constructive criticism.
It is helpful if you include zone difficulties on the map, but maybe to encourage exploration, you have to either get close or step through into the next zone until you can see it on your map. Although this can change if it’s unbalanced and takes away the fun of it. I also want to add; include icons and players on the opened map, so it’s the same as the minimized map.
To get to your points;
Spawn Location Thoughts
I was the first person to shed light on the fact that it was odd that the spawn / beginner zone is right up against the edge of a giant dome, which was met with agreement from the others. I first noticed when I figured out I could open the minimap, and saw the player position being all the way on the edge. Considering the area we can travel is circular, being at the edge of the dome already takes away more than 50% of the area you can travel, and despite that, I found myself only exploring a tiny portion of the already small area to explore because there were many metal-detector spots cluttered in a single corner.
You should definitely move the spawn-area to the center. Being against the edge of the dome feels like you’re in a much smaller area, leading to an almost trapped feeling, as you can not progress to the next areas. Relocating the spawn to the center of the dome feels more free. You give more possibilities for exploration. I don’t know why, but sense of exploration comes from moving outwards, not towards the center of the dome.
Other than that, you should encourage more travel. Maybe add hot-spots around the map, like camping grounds or abandoned cooler boxes that have an increased rarity drop every 30 minutes to an hour. Make the player want to get to the next areas and tease them about it, like the metal detector picking up items past the zone they can reach. As it is right now, I felt more than fine staying in the first zone and not progress at all. (Perhaps adding a cheap suit that has a small durability so you can explore the second zone for a smaller amount of time to give the chance for increased rarity item. This will also feed the curiosity and reward the player for doing so.) I also encourage raising the difficulty with random events where players can risk their character dying but if they succeed, get better rewards.
TL:DR, make the center the starting point. Move outwards to the outside of the dome to reach more intense radiation zones. Add small hotspots in the all the zones to have a chance to even make it challenging for players.
Game Experience
As mentioned in my post before, this game definitely has the elements to become a unique and addicting game, but it’s just not being used to it’s best capability at the moment. If you require an opinion if I were to judge from the average player’s perspective, no, I would not play again. The game feels lackluster, and in-game did you not show any sign of future updates coming soon. So I would guess this is just another unfinished game left to fish up players with a tiny net, thinking it will be the same. If you want my opinion as a frequent DevForum user and smell dev-team enthusiast happy to support them, yes, I will play again. If I find out the game has updated, I will try it again. Whether I will leave another feedback post is up to you, as a freebie feedback is always fun to hand out, but if you think you are at a time where you added a few new features and really need some one to give feedback, I’m happy to help after receiving instructions through direct messages.
TL:DR, to make me come back to the game, showcase updates, update icons to show when it updated for people scrolling through the game page, update DevForums and show that you and your team will make this a better game than it was the last patch.
Target Audience
As previously mentioned, the game is not obnoxious. For me in a good way, for your income not a good way. The game does not have over-saturated colors, it does not have obnoxious music (other than the pawn shop), so that will scare away the kids. If I have to guess, I feel like engagement will be the best for male 13+ / 17+ demographic. I myself am unfamiliar with advertisements though, but I do know that there are a ton of topics on the #development-discussion forums where they talk about game advertisements and which groups are best reached.
I admire your positive outlook on the feedback, which gives me reassurance that the feedback was given to the right team. I trust you can do good with this game, and if you remember, update this topic or message me and I will come back for another try.
Quick update: we’ve got your feedback safely tucked into our Trello. Huge thanks for your insights—it’s like having a treasure map to make our game even better!
Rest assured, we’ll keep you posted here on any updates, and when the next version rolls out, you’ll be the first to know. Your contribution means the world to us.
Massive thanks once again. Looking forward to the next round of improvements!