Feedback on Game

  1. What do I want to achieve?
    I want my game, Strange World 3, to have more players playing it.(about 5 players minimum playing every time I check to see the player count)

  2. What is the issue?
    I’m not really sure what the issue is. I’m guessing maybe when people join they don’t know what to do, or maybe the UI or building is bad.

  3. What solutions have you thought of so far?
    I put up more signs in game of where to go, more ads, but my game just doesn’t seem to sprout.
    Any advice will help, thx!

The game concept is interesting. A mix between button-clicking puzzles, and obbies.

Let’s start with the description; it doesn’t describe your game well. Explain really what you have to do in the game.

I’ve seen a few building defects playing the Grasslands, like the stairs not being attached to the backwall, or the coins being perfectly aligned with each other.

Changing the game icon, or thumbnail could play a big part. Make some GFX of your game. Good icons attract players.

The lobby is decent. I don’t see any problems.

Something to note is the UI though, some retouches could be done there.

I’d say this game has, ‘okay’ potential. It’s like a slow paced speed run with buttons. I o like the overall concept though.

Are your ads worth clicking? Do they seem interesting to the eye of a player?

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I have a couple of things to point out.

  • Text doesn’t have proper capitalization. Every Word Is Capitalized Like This.

    • There are also some typos in text as well.
  • Coins are very bland. They need to stick out more. Make them spin so they stand out.

    • Speaking of coins, sparkling coins should have a different color to distinguish them from regular coins, because they both look the same.

    • Also, coins seem to be transparent. I think it would look better if they were completely solid.

  • Clicking on a Gui button to open a menu or something, and clicking it again will not Close the menu. Implementing this feature would be nice.

  • Walls that prevent you from accessing a certain area (Like that level 2 wall) kill you if you don’t meet the requirements to pass. Just make it solid, and not kill the player.

  • Signs that point out the obvious, like the “Walk on this rock to get to the top” sign is unnecessary. I have to walk on the rock to reach the top? Well gee, I would’ve never known that if you hadn’t told me!

  • Make a better tutorial course. It’s really short, and uninteresting, and that doesn’t really reflect the game.

There are other issues that could be improved, but I won’t list them all.

But all in all, it’s a neat concept. People would know what to do, since their objective is very simple. The building is fantastic in my opinion. Small details like rocks, crystals, and trees make a difference. You could’ve not took the time and added those little things, but you did anyway. It’s an awesome touch! I do think that the UI design could be polished, but it isn’t such a good reason to ruin a player’s experience.

For the player, it all comes down to game design. Visual effects do matter too, but not as much as game design. Designing a game poorly would not give the player a good experience, thus, disliking and not returning to your game. However, I think that the game is great in terms of game design. The only thing that makes the player leave would be the lack of content. At the game’s current state, a majority of the worlds is not finished, and not accessible to the player, so there isn’t so many things to do. Obbies don’t really have any replay value as well. If they do, it’s most likely a restart-from-the-beginning mechanic. This wouldn’t be a good thing to add, because it only makes the game repetitive.

In short, the only thing that I see that’s making players leave is lack of content. The game is just very unfinished.

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I think there’s a few things that could be holding back the game:

  • The UI burned my eyes in some places - I’d probably avoid the extremely bright colours - white text on a lime green background is hard to read. Same for bright turquoise. Although I doubt this is the biggest contributor.

  • There is nothing in your game that would make me invite my friends - no obvious benefits are available for doing so. Maybe a “get free gems by inviting your friends” thing could help spread the word and get more players through invites. Use the social invite tools Roblox has for this. Additionally you could add some multiplayer things, where you need two players to stand on separate pads to open a door for example.

  • The end of a level isn’t as seamless as it could be. I got to the end of a level, and got a badge and some coins. No popup saying “yay you completed this - here’s how many coins you got and how many lives you lost” and more importantly, I had to teleport back to the main lobby manually. When the player reaches the finish flag, this should be a button (similar to how you go to a level) or if you implement a “level complete” UI it could be triggered after clicking a button on there. It’s confusing and will lead to a lot of people closing the game if they have to click the Tele button, as not every player will know that’s the correct thing to do.

  • You say “more ads” suggesting you’ve already run some. What are the results of those ads? If they don’t match the game’s contents, or they are attracting the wrong age group, you might find that they don’t give much value for money.

  • The name. I’m not sure it describes the game well at all, and personally wouldn’t attract me to play. I then go to the game page and the thumbnails put me off the game. They seem a bit rushed and unfinished. It might be worth paying for some high quality GFX to grab the users once they arrive on your game page, and convince them to hit Play. This could also be contributing to a lack of return from your advertisement investments.

(Side note: I’m not sure if it’s a bug or an oversight but because of the lack of auto teleport, you can just hang at the end of a level and get infinite coins and gems if you just wait for them to respawn)

The levels themselves are very good. I like the difficulty and that it ramps up as you get closer to the end. I found it just the right level of challenging where I didn’t rage quit but neither was it a walk in the park. Might be a tiny bit tricky in some places with the modified character physics for some younger players, but shouldn’t be too big of a problem.

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