Feedback on in-development combat exploration game

I just need some feedback on a game im working on, i know it’s really buggy, its because its a 2 dev team, I just want some ways to improve it, skill ideas, mob ideas, map ideas, improvement ideas, all open.

It’s supposed to be an exploration combat game, where you have to progress to earn skills.

https://www.roblox.com/games/6963790527/DD-Test

(game is like 60% done so dont expect to have a full gameplay experience, its just like 1v1s for now)

2 Likes

please don’t put feedback in-game, put them here instead

2 Likes

UI is too big and ruins immersion.

  • The air bar shouldn’t stretch across the screen
  • The health and energy bar should stretch half the screen
  • The heart and lightning icon feels out of place

Add enemiesss

  • I want to test out my sword on enemies that can attack me, not just dummies
  • Don’t hide them, put some zerglings (things you can 1 shot most of the time) across the map so exploration doesn’t feel boring
  • Game design unwritten rule: If there’s enemies, you’re going to right way.

Mobility

  • Why are the grass as tall as walls? While the sky-high terrain walls are obvious, I’m not sure if I’m supposed to be able to traverse the obviously flat and traversable piece of land that’s as tall as a house.
  • I should be able to climb walls if the terrain is that high.
  • Or maybe just add a bunch of small jumps on all sides of the piece of land.

World-building

  • I didn’t spend much time exploring, most of the time I just find a movement-blocking terrain. It’s not even the map border.
  • Why do I want to explore? I’d like to know the bigger picture. Rumors of a flower that makes me forever young somewhere in the mountains? Completing the pokedex of enemies?
  • Or perhaps just a quest to save your pet rabbit by killing the final boss. (it’s dead, and you’ll get a rebirth similar to the film Edge Of Tommorow where Cage wakes up before the Omega was killed. (except this creature didn’t disappear, you’re stuck in a time loop instead :^) ))
  • Lol I wouldn’t be surprised if none of these suggestions gets to the final game :stuck_out_tongue:

Incomplete things

  • I (a normal player) shouldn’t see the dummy upon joining.
  • There’s a hole that leads outside of the map border. If a place is unfinished, close it with something you can remember (e.g an “Under Construction” gate)

Bugs

  • Tutorial throws an error: Attempt to teleport to a restricted place
5 Likes

Thanks for the feedback,

actually, this i’d probobly use, never thought of that!

I mean, there is currently a ledge climb system, but should i make some more lower platforms just to make it more obvious?

1 Like

Oh yes I did notice the ledge climb, but what I mean by climbing is like the “mana climb” in Rogue Lineage, where you can scale walls that’s almost 2x taller than your jump height.

However, just making sure your terrain is climbable by ledge climb would probably save a lot of development time instead of making a whole new movement system.

Tips:

  • Make a reference part that shows the maximum height of wall that the player can traverse so you’ll know not to make traversable terrain higher than that
  • Make flat grounds really low, only reserve high terrain for when it has small surface (e.g the base of a mountain where it gets steep and not flat) so it’s less of a headache to travel to the nearest merchant.
  • Please don’t put a big cube of dirt that I (a player) can’t climb and call it a “hill”
1 Like


image

hows this for a change?

made terrain easier to go from place to place & added a few mob designs

1 Like