After spending a majority of this summer working on my game, I’m finally getting to the point where I am able to release it to the public! The game’s still in an early stage and I’m aware many bugs may be present. Before I start advertising, I’d like to receive some feedback from the DevForum on any helpful last minute details that could improve user experience, problematic bugs that may cause major gameplay issues, or thoughts on how you think the game is. I’d prefer to stray away from any major gameplay changes as I’m planning to release soon, but if you absolutely want to suggest it feel free to do so .
Oh wow, this is actually amazing! I like the GUI’s! But, for the GUI on the loading screen click the GUI that contains the loading screen, go to properties, and click IgnoreGui…
Thanks for all the feedback! I think ever since Roblox removed the topbar my UIs have had that little space inset at the top (at least I’m pretty sure that’s what happened) so I’ll be fixing that quickly.
Also didn’t realize that the player spawn for the Sakura map was still where it was at during testing so that was fixed haha
First off, it’s quite well made and looks pretty good. You could have a solid game here except for a few issues.
The loading screen doesn’t seem appealing at least to me. If you need a loading screen, I would go with something a little more attractive. If you don’t need a loading screen, I would just scrap it and just go to the main menu.
The main game play element is fighting three zombies and I find that lacking the satisfaction of killing zombies. It also gets repetitive throughout the level with the same three zombies coming at you the same way.
The zombies sometimes get stuck if you go ontop of something, I’m assuming the PathFindingService is triggering the “Blocked” event for the path since it thinks I’m somewhere the zombie cannot get to. This is a crucial bug due to being able to wait ontop of something until the door opens.
I kinda wish the opening of the garage styled doors would animate up but that’s just my opinion.
At the end of a level, it prompts the results and then a “Return to Lobby” button. The main issue with this is that I’m still holding the gun I was using and unable to click the UI. I have to unequip the weapon and then click it. I would recommend just removing the guns that I have equipped so I can just click on “Return to Lobby”.
When returning back to the lobby, I don’t think you should send them back to the main menu but just back to the lobby. It just slows down the player from playing the game.
Overall it’s well built and scripted except for some bugs. I think the game idea needs some tweaking to maybe have zombies that you kill and they keep coming. Some variation of zombies and how they look and behave would be great as well.
Thanks for sharing your creation! I just went to go try it and I found that it was pretty fun. It feels like Zombie Escape (a CS:GO mod in origin if I recall correctly) except you have to push the zombies back and survive using evasive maneuvers rather than kill charging player zombies.
Some real nice points about this game are its simplicity and ease to get into. You can understand the gameplay right from the get-go and there aren’t any advanced techniques to be mastering. Although they can make the game unique in its own way, it can also be overwhelming if done all from the start.
There’s a couple of polish points that you could touch on regarding the game. These come from my most immediate playthrough so there may still be more to catch.
Bullet holes should not appear if a zombie was shot. They kind of just float there in the air and are slightly distracting. Bullet holes should, naturally, only be appearing if a wall is shot. Having an option to disable them altogether would be dandy too.
Animations could use a bit of consistency. The shooting animation feels very stiff while the reloads are smooth flowing. It’s not a huge pain point but some people have an eye for the design of a game and this happened to catch my eye.
Zombies can enter final exit rooms, so when the round ends you can farm EXP off of them just idling in the room. Although the aspect of enemies being able to enter escape rooms puts more tension since you actually need to defend that room and make sure no zombies get in to sabotage what could be a great win, they also stop moving when the round ends and shooting them still gives you EXP and coins. I don’t know if these are officially tallied but if not, visuals should indicate that by not showing reward gains or playing hit sounds when a zombie is shot post-round.
Too much time is allotted in the Sakura map in one zone, where it’s around a 3-minute climb-and-defend. I think that could use around a minute less so players aren’t stranded there for a long time. Just enough to feel the tension of enemies gaining on them. The rest of that segment was a breeze because I could keep pushing zombies off the bridge.
Stating how much ammo a gun has in the shop could be useful, since ammo plays heavily into gameplay. This is also made apparent when some guns state that their reserve is higher than others. I’d love to know how much exactly I can expect to get out of a clip and if the gun is worth an exchange. I could make quick judgements on some, but for others I couldn’t very well.
It’s got the potential to be a pretty fun game. If it isn’t long lasting, then I’m sure it could have a good breakout and you can further improve on the game to bring home a fun, memorable experience. Keep up the good work there.
@Badandy11
Wow, thanks for all the pointers! Definitely appreciate the time you took to write this up. I’ll note these points for the next day or two to work on them before release.
For point 3, I’ll definitely be fixing that real quick. Sometimes the pathfinding can be a bit wonky and I guess this time isn’t an exception haha
@colbert2677
Thanks for all the compliments and points! Your intuition was correct; the game was inspired off of the Zombie Escape mod in CS:GO (surprised that you knew about it!).
For the Sakura point I definitely understand this. I’ve adjusted the timing on this section of the map countless number of times and it looks like I’ll have to balance this.
As for the 3rd point, I completely had zero idea that you could still farm EXP and coins even when the round ends. Thank you so much for catching this!
I’ll definitely look into the other parts and polish up some of the rough parts. Thanks again for your feedback!
The game looks alright for an early version. There are some mechanics that confuse me such as the zombie’s unreal damage but what confounds me the most is the build style or theme. In the lobby, it seems like you were going for a low poly style of building (which i’m personally not into), and then you get into the actual game itself and the theme takes a much more graphical turn, using about as many blocks as a low poly theme would, yet looking cheap.
If there’s one thing you need to know while making a game, it’s what theme you’re going for. Is it a low poly theme, or a graphical theme?
On a side note, If you want someone to build for you in a graphical style, you can recruit me. I specialize in good quality, graphical builds.