Feedback for Shooter Game?

so, the new worker ant thing is a bit bugged and unbalanced, so you build things IN AN INSTANT, also there is no rotation system, so placing the aphid gunners correctly is gonna be hard.
a bug i found about worker ant buildings is that if you destroyed them, it will show “Killed [building name] Ant”, killing something that’s not even alive, and it’s an ant, i think it should be “Destroyed [building name]”

Some of that should be addressed with this new update!

Thanks!

i just tried out the terramite after a long time of not playing and i think its too strong, firstly it takes out terrain which is okay, but the EXPLOSIVE DAMAGE IS INSANE FOR A WEAPON THAT DOES THAT TOO. you just destroy the buildings along with the ants. also theres a typo on the sand bag which says “Destroyed Sant Bag”, i dont think its meant to be called sant bag

welp nevermind, i didnt understand the pun.

It’s pretty stupid, but I did call it Sant bag on purpose because S-ANT get it!? :sob:

Also yeah, terramite might need some balancing now that you mention it or maybe a smaller terrain desctruction radius!

Thank you

1 Like

RIFLE IS TOO STRONG. IT OUTCLASSES SNIPER IN EVERY WAY RIGHT NOW. NERF IT.

also i got my autoclicker, set my firerate with lmg to 7 cps, and i just kept shooting at a stable rate with higher accuracy, with the insane ammo with these stats. u can just set an autoclicker to a rate that is slightly below the firerate so the accuracy recovers and u can keep shooting with good firerate and a big amount of ammo.
i cant chat in the group anymore, if you see that more people cant reply or the replies are stopping, add an ingame feedback system, with dislike and like buttons.

Wait were you the guy who had that one civilization game feedback post from earlier? No idea you made this game. I discovered this game naturally and played it for a little and thought it was above average for something I’d play on here. Congratulations on getting it this far! I’ll play it later today to refresh my thoughts before giving any feedback.

How long did it take you to make this game? I thought your civilization game was recent but that was back in februrary. Time flies; you’ve come a long way since then.

Hmmm, So A Fire-Rate Debuff Could possibly help?

Or do you have something else in mind!

Right now, I’ll look into a fire-rate debuff

Thank you

Yup, that is me, I remember your dish game as well!

I’m bad at remembering but a Plugin I use that tracks time spent in studio says 14 days

  Said Plugin: https://create.roblox.com/store/asset/70627660375052/Eye-intelligent-studio-time-tracker

I’d love to hear any feedback you have!

Thank you!

I’m also going to give it Falloff now that you mention it, Having rifle have falloff and sniper not, should give sniper more of it’s use-case

Thank you

that’s a great idea, but i think you should do something about the fact that you can click guns (a certain clicks per second, only automatic) to keep firing them with stable (but lower) firerate but better accuracy.

Thats a good point, Maybe there could be slight randomness to how much a spread increases so people can’t get it down to an exact science with auto-clickers!

Would never have thought of this being a thing, I’m glad you brought it up!

Thank you

These are good points!

Some things underground and UI/UX changes would benefit the game alot

Thank you!

Alright, after playing a couple rounds, here are some of my thoughts:

  • Don’t know how super majors spawn, but they’re really good for transforming the course of the entire game. Maybe it should be based on team/individual performance, idk. Definitely shouldn’t be robux if it is though.
  • Love how despite the traditional domination objectives, the true winner is determined by troops. Something I suggest
  • Progression is way to quick. It makes sense that you don’t want to lock beginners out of better/more variety of weapons but it removes the sense of progression and accomplishment for grinding the game.
  • Some weapons feel too generic. Idk if this is just because they’re all just the same color as your team, but using some of the weapons can feel generic. For example, the rifle feels boring to use because it sucks at short range but is not dedicated towards long range like the sniper, so its not worth using. It needs to find its niche. On the other hand, other weapons like melee are great in close quarters and i also like the concept of the nectar and the sprayer thing that heals.
  • The game feels too repetitive. With objective b captured, it’s usually held by the same team for most of the round. At this point, you either spend 5 minutes walking to flank either above or below ground, and it usually doesn’t work, so you just play long range instead. This is why I think you should do some sort of closed testing with an underground only map to see how that differs. The rifle sucks, so you just snipe people with the revolver and AK. I didn’t feel the need to switch off of these two weapons because they sufficed in most situations. Idk if shotguns would be good either because of melee. I think you should try to make different weapons fit different playstyles and strategies. I think a good game that does this is Rivals, minus the sniper and AK from that game.
  • On the contrary, a super major had spawned in during the round and changed the whole course of the game. We went from winning to fighting back just to hold our C point next to spawn. This definitely spiced up the gameplay.
  • The game lacks a driving factor other than “shoot people”. The troop count objective is a double edged sword since the winner isn’t (at least to my knowledge) determined by the points captured. If the game gets too repetitive it could cause users to leave.

One idea that I think you could tap into is how ants really function. For example, a queen ant lays eggs for pretty much the whole colony in real life and ants usually scavenge for food. Maybe a driving factor for the game could be to protect your queen or sneakily infiltrate the other team. Idk, that idea would require a lot more thinking on and probably shift the course of what you already have going way too much.

Great game though! 1,000 CCU is not easy and definitely shows that your game design is working to an extent. It was pretty fun to play. I still recommend you expand on the concepts that make your game unique to further distinguish it from others. Anything I pointed out was pretty much just any potential issues I thought you might run into from a player’s perspective.

2 Likes

These are great points!

I’ll see what I can do to improve on these things!

Thank you!

1 Like

More points of feedback:

  • LMG has a lot of range and damage and ammo, which kind of makes it OP
  • I suggest making it so that reload cannot be triggered until the gun cooldown is up (like it can be shot again) because you can basically have infinite ammo on the revolver by shooting and instantly reloading with pretty much no fire rate reduction.
  • Gun models aren’t super consistent. For example, you use the classic roblox models for the assault rifle and pistol, but proceed to use some sort of random mesh part for things like the revolver or lmg. It’s not a super big issue, but for a developer it is noticeable. Also, make sure they are all the same material (everything is smooth plastic but the LMG is plastic)
  • Consider making the guns animatable so you can see the magazine in the animation. You don’t have to make new meshes and can just adjust them in a modeling software like Blender to separate the magazine from the gun.

All just some food for thought. pretty fun game

1 Like

Good points,

Would Help alot!

Thank you!

i went to the arena as a supermajor, my team was winning a bit and then when i was about to strike some ant, that ant FLINGED ME OUT OF EXISTANCE. i got stuck on that one ui thing roblox made that says “gameplay paused”. i think you should make a system where if a supermajor is out of bounds then supermajor loses all momentum and gets teleported to where he was.
and theres still this thing where if you play as supermajor, after dying you get automatically choose to be a major instead of just having whatever you had chosen as

Hmm a sort of Super Major Back up system, also Yes It is a bug that it keeps changing people to Major!

Thanks for letting me know!

I’ll see what I can do!

I just started playing and noticed an underground only map. Thanks for really taking the feedback seriously! I was thinking of more smaller tunnels that feed into a central/larger tunnel that would be good for point B or something rather than one giant tunnel, but I see players building giant walls and undermining them is a genuine strategy, so I think it works pretty well :sweat_smile:. Maybe you could add more decoration to it though. Some roots or vines or rocks or mushrooms or even lanterns and fences could spice the map up a little.
However, I do urge you to get some testers and adjust updates to ensure they work and suit the game before releasing them, unless you already do that. A bad update can lose you players. Will definitely continue playing and supporting, regardless. ( i bought the antpreciation gamepass)

Also, I do have a question: How were you able to promote your game and get players, especially with the 16+ age gating?

I did a short period with Advertising, got enough players to be elgible for all ages. (Around 35-50 ish ccu) was the point it unlocked.

Thanks for the feedback about the map!