Feedback on "Circle Game"

Hmm… in that case I might think of an anti-afk if they attempt to use an auto clicker and afk at the same time. Thanks for the insight, I will take that into consideration :+1:

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I actually have no idea. I know nothing about all the images n stuff for this sort of thing sadly.

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Played it and it was awesome. Such a simple but engaging concept.

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Is this inspired by スイカゲーム / Watermelon Game? Fifth most searched thing ever in Japan, if I’m not mistaken. Alternatively called Suika and pretty popular. I noticed the game mechanics were really similar.

My bad, I had looked over the description and missed it :uhh:
Good luck on finding an anti-afk method!

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maybe make them massless might help

Thanks for the suggestions, but recently i made a change to how they merge by growing instead of growing instantly. This will slowly push away the other parts without glitching into them. :+1:

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Yes it is! I have also mentioned in the description that the game is based on that. Just a little different is on how you lose in the game. I made it more flexible for players to recover from potential overflow :slight_smile:

Very angry at this game. I got to 42k three times and couldn’t get to the top 3. :angry: (im number 5 lol)

JK. This is a pretty fun and entertaining game. I remember the “watermelon game” as my friends used to call it. nice, 9/10.

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Glad you had some fun with it and trying to get top 3 :smile: If you are still planning to get top 3, there will be a badge added for reaching top 3 on the leaderboard (and possibly earn a title to equip in the future)!

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I have a idea, maybe you can create an ability to shake all of the circles to fill the small gaps between them. And you can upgrade this ability with coins to reduce cooldown or upgrade shake intensity.

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This would be great! I am very angry when I have this massive circle taking up half the space, and there is no way to get anything under it. Full support.

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It sounds like great ideas in general! I will add abilities in the future, and just to make it not too exploitable, it’s probably going to be a limited amount of time used depending on what abilities they are.

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Didn’t think I would play again, ended up playing again and leaving this review

it’s very satisfying and simple, and the mechanics are cool. the gui is nice and the sound effects are good but the thumbnails need text like “Mobile Devices” or just text in general the icon isn’t that good should maybe include text too
i hear people have problems so maybe make the cylinders replicate on server physics or player/client physics. anyway overall rating is 8/10 smooth satisfying experience

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What does the blue fire thing do?

Thank you for the feedback, and glad to hear you coming back for the second time! My goal for this game is to attempt to get the player back to the game for more satisfaction or the competition to become top on the leaderboard. The problem right now is the first impression aspect of the game, which is why I would like to receive feedback on how players would view my game. You also mention people having problems (which I am assuming you are talking about the circle being stuck together), I have all this system made on the client side, but can you elaborate more on what you mean by server/client physics?

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The blue fire is more of a cosmetic purpose than anything, though it grows the size the closer you are to leveling up!

Never mind about what I said on the problem, the parts are already created on the client I think so they are already client sided physics, it’s probably just a Roblox physics problem in general

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Here’s a list of strange things I noticed, and suggestions to improve them. These are all just suggestions, and it’s your decision if you want to follow them :slight_smile:

  • On low graphics, the vertical white preview line is really flickery. It’s very unpleasant.

    • Make the Part color darker until it stops blooming.
  • On low graphics, it’s hard to see the front face of the circles. There’s almost no shading, so the front and top blend together.
    image

    • Decrease the lighting brightness.
    • Shine a SurfaceLight on the front of the board. Set the “Angle” low (5 or so) so you only hit the front.
  • I want to mute the background music, but can’t. I’m silly nvm

  • The score fly-ups (“+10 X 2”, etc) are hard to read. I suggest:

    • Make the text bold or use a fatter font like Fredoka One.
    • Remove the +.
    • Use a real multiply symbol × instead of a big X.
    • Don’t show the multiplier when it’s only ×1.
    • Make the text last longer.
    • Make the text fly up faster, then slow down after a little bit (so it doesn’t cover the circles).
  • The orange and yellow circles have very similar faces and color. Players may confuse them for each other.

    • Make the orange circle look closer to red.
    • Use a different face for yellow.
  • The board is kinda small on PC and horizontal screens.

    • Move the camera closer to the board
  • The small pieces can get flipped sideways.
    image

    • Make the board and pieces thinner, so they’re more like coins.
  • The gravity feels too heavy, and the circles stop the instant they hit the ground.

    • Try decreasing the workspace Gravity and the Friction of the parts to make the physics more lively.
  • 1000 coins is a lot for a single-use Slash ability, especially with how slowly the player earns coins. I think the “fire meter” should build up faster from regular matches, and not prioritize combos so much.

I really like how the circles continue to pile up past the top of the board! I prefer this to Suika Game’s strict game-overs.

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These are really great feedback and suggestions! I will be trying them all out and hopefully it works out the way you have suggested :+1: In the future, I have planned to make earning coins much quicker by providing rewards on badge earn, daily system, and task system! For the fire meter, are you suggesting I should have it focus on the merge type rather than combos? If that the case, I will take consideration of amping up the exp earn in place of the exp earned from combos :slight_smile:

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