Feedback on game concept

Greetings, I would like to discuss an idea I have been having lately for an upcoming game project. So my idea is a sword fighting game, except the swords are long, allowing for range battle. I plan to have users fight over a void of sorts with the platform/platforms being suspended in the air. I have also thought of some customization options like changing the color/texture of the sword in trade for some in game currency which you’d obtain upon killing somebody. What are all of your thoughts?

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It sounds like a relatively fun and simple game. I like the idea of elongated swords/range battles. The combination of having an obby/sword fight game is pretty clever. I think you’ve got a pretty good idea on your hands!

Even though, I think some players might get bored easily. You’ve got to keep them coming back, so I’d suggest adding things like an in-game shop where they can use currency to buy other items besides sword colors/textures. For example, you could offer in-game gear that could be bought with the in-game currency.

Another thing I’d suggest is having daily missions/quests that players can complete for rewards (like free items or some extra currency). This will keep the players coming back to your game every day to view/complete the missions. Make the missions more than just “Get 5 Kills” or “Spend 100 Currency”.

Also - since it’s like an endless sword fight game, I’d suggest having rounds. Between each round, you could have an intermission of 30-45 seconds so players can buy things in the shop or take a look at their quests. Each round, you could have a different map e.g. “Space” (where the void is a black hole or something and the platforms are asteroids/comets) or “Volcano” (where the void would be the entrance to the volcano and the platforms could be clouds or ash). You could potentially incorporate Skyboxes for the maps. And of course, along with new maps each round, comes endless possibilities for additions to your game. For instance, as an update, you could add map voting, new maps, special map-themed textures/colors (for your swords), or special skills a player could (bought in the shop) have that only work in certain maps.

Moreover, other than different maps, you could have different game modes (and players should be able to vote on this too if you plan to add a voting system). In these game modes, the swords could act differently, or the gravity would change, or something like that.

I can’t think of anything else at the moment, but if you’d like more ideas or help you can always add me on Roblox. :grinning: (I’m not a good scripter, but I’m decent at making GUIs and decals).

Let me know if I helped you or gave you an idea or two - good luck making your game!

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Thank you for the feedback! I was sorta thinking of adding more gears like a gravity coil or cloaking device that could cost points. The idea with currency would be like 1 kill = 25 coins and say a gravity coil would cost like 500 coins and a cloaking device would be 750. I do like the idea of maps as well, though I dont have much experience with scripting I will try and learn as much as I can. Daily challenges would also be cool as well. Another idea I had would be to have like a character customization with the player starting out as a basic avatar and having them be able to buy hats or other items.

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Perfect! Love the idea! Good luck - you can always contact me on Roblox if you need help.

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Cool idea, but the thing is this will eventually get bland to users, making different themes and modes may end up boosting playtime, overall it is a good idea, but you will probably have to add more to it.

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I’ll try to add more to it as I create it through updates, maybe I can even let the community pick say a new sword skin idea or map concept

Okay, it sounds like a great idea and I hope your game ends up succeeding.

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Thank you! So much!
(30 chars)

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Just like SFOTH, I would have it where you would find swords around the map in different spots, so it wouldn’t be a ‘buy sword’ gimmick, and give a player an advantage. I would also add an AFK area in the game too so people wouldn’t be spam killed with swords, so they could be protected by a shield or something along that.

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I like the idea, it’s nice, sweet, and simple. One thing you should keep in mind though when making this game is trying to have players develop a skill level to play. Players will want to come back to a game where they can improve on over time, so designing some sort of skill gap is useful. Maybe have abilities in your game, and learning a certain combo of abilities or timing can give players an advantage.

Another thing you want to keep in mind is making your game fair and balanced. People are not going to play a game where the mechanics are clunky and unfair. One big important thing that comes to my mind with keeping the game balanced is movement. You want the movement of the game to feel fluid and fair. Think of it as if a player was playing a game and they get hit, they should think to themselves “Hmm, I could have avoid that” versus the “Ugg, that sword hitbox was way to big and unavoidable!” One game that does this concept very well is TF2, especially on the high level.

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