Feedback for My Fighting Game

Hello,

I am looking for feedback and possible suggestions on my Roblox game, Bloxxed. It is a round-based PvP game loosely based on Super Smash Bros, but with a decent amount of original innovations and characters based on Roblox users I know.

Note: This is a work in progress. Many features are inefficient or unfinished, and the game has no maps or thumbnails yet.

A proper tutorial has not yet been made for the game, so I will describe a few of the controls and objectives in this topic.

In every round of Bloxxed, there is a five-minute match timer which you can see at the top of your screen. Once the time runs out, victory is awarded to the player with the highest amount of kills. Until I can come up with a proper method of breaking ties, victory is awarded to a player randomly selected from those with the most kills.

Each character possesses seven unique moves. These are:

  • Three basic moves performed with the 1, 2 and 3 keys. Out of the basic moves, the third move is generally the most special while the first is the least.
  • A special attack initiated with the E key. Such moves range from a sword lunge (Takenmake_Alt) to a pinpointed explosion (QvxntvmPxrtxl).
  • A mobility move initiated with the Q key. Since Bloxxed does not determine deaths based on knockback, this is not necessarily a “recovery move” as in Smash, but rather it can be used for escapes and distractions.
  • A defensive move initiated with the R key. This move protects the user from damage, sometimes with additional benefits. For example, Thunder’s forcefield can slowly replenish his health and Subweapons possesses a counterattack.
  • An ultimate move, activated with the F key when it is ready. As the name suggests, this move does far more damage than the others. It is obtained by landing certain strong attacks out of a character’s arsenal, and as every character’s list of attacks that generate points towards an ultimate is different, some characters have a far easier time obtaining ultimates than others (as an example, compare QvxntvmPxrtxl with Takenmake). When the top bar on the cooldown interface is bright pink, your ultimate move is ready to be used.

Since this is a PvP game you will need another player to test it genuinely, but there are currently a few dummies at the back of the map that you can at least test attacks on.

I am not a professional, so I look forward to seeing what you think of the game so far.

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Disclaimer: Due to my sleep schedule and how I’m always up at 4am or 5am, while all of my friends are night owls and asleep at that time. For that reason, I’ve only tested single player.

  • Make the lobby more interesting, I’m sure this is in your plans.
  • The character selection screen should be more obvious what’s happening, I thought it wasn’t registering my selection.
  • I somehow got flung into the air and stuck sitting there and had to leave - potentially a bug.

A good start, just ensure to see it through and don’t lose motivation.

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Thank you for the suggestions.

Could you elaborate on how you were flung? Were you hit by an attack or did you use a move to get into that state?

Regarding the lobby, I do hope to improve it (the current one was made in a few minutes) but I can’t say when I will get a new one because I am unable to make a better one myself.

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