There are currently 66 levels in the game, please let me know about your thoughts on them, thanks! The goal of the levels is to maintain a sense of progression in difficulty, so let me know if any levels were unusally hard. Feedback about the game in general is also appreciated
Very cool, 9/10. There’s one thing about it that annoys me a little.
The death is delayed when you touch a killbrick. It takes like 0.75 seconds but it’s still a little annoying.
Btw, if I couldn’t get past lvl 15, I don’t wanna know what lvl 66 is
The game has no thumbnail, but the level design is really good. Progression feels good, frustration is there, but not too bad. You introduce new obstacles as time goes on with first a safer -or just easier- environment and then build on that. The tutorial messages are also great.
It can be frustrating as I said before, but that’s the whole point. Now, is that frustration between making progress through advancing too high for the average Roblox player? I’d say yeah it’s probably high. Lowering the difficulty overall, I think, would make the game more accessible to the largely mobile and casual audience on Roblox.
Other notes:
when getting new faces and whatnot it covers the screen so I feel the need to wait till that’s done or die not being able to see where I’m going.
I noticed I couldn’t use my arrow keys. I might prefer to use that over WASD.
I got to level 39. I might play more later, not my usual game, but it’s fun.
The game reminds me so much of this 2d platformer I played back in middle school where a cat could roll and double jump. There were lasers and jetpacks and glass floors that broke. I looked it up it’s ‘Cat Ninja: The Quest For The Magical Energy Crystals’.
Yeah, I felt the same too, I would make it close upon key press but I think most players spam their keys the moment they spawn in the first level, I suppose I can make the display time shorter
I’ll add this now, but custom keybinds will be implemented in the future.
I feel the same way. All of my friends speed through the game, which made me underestimate the game’s difficulty. I did try the game on mobile, seems easier due to the slightly more intuitive controls.
I recommend playtesting to see on average what the difficulty feels like to players. You’ve already got some friends to play it, but maybe some internal data could help. Getting average numbers for where a player spends a lot of time, what level they quit in, etc. would be good.
What a game, just what roblox needs and I can see this becoming a classic! The only criticisms I have is obviously more content, im sure thats not what you were looking for though that is all there is because the gameplay didn’t have any large flaws to me. One picky thing would be to zoom out the camera a bit, sometimes I didn’t even know what obstacles were above me until I died haha. I played through 44 levels before even realizing I was playing a game to review because it was that fun lol 10/10 great game
Pretty good game, I have some issues with level design and polish so here is my feedback based on what I have scene (I played to level 40)
I the worlds should be said somewhere (I can tell they exist) maybe make the top thing say something like “world _ level _”
each world should be split into there own concept/design in levels, so like one world is focused on the boost pad. Also you droped the entire boost pad mechanic after like 4 levels for some reason.
level 9 does not teach the mechanic in a safe environment (aka the concept of falling), maybe make way to get through bigger, or remove the kill brick on the floor.
There are some weird difficulty spikes I found when playing, sometimes the game has like 1 really hard level and then just goes back too easy puzzles.
In one of the levels I was moving up and then a spinner surprised me out of nowhere. maybe zoom the camera out a bit more, or move the player from the center of the screen to a bit lower so you can see more ahead to prepare.
Overall good job on your game.
ps a lot of this is me being picky
There isn’t really worlds in this game, the levels are groups of 50 because scrolling frames doesn’t work on billboard guis, you get arrows instead.
yeah there was an attempt at this, green levels were mostly moving parts, pink was more toying with killpart shapes, and yellow was shape of the level and keys. For jump pads, I ran out of ideas for them… So it’s more like a introduction towards future use. Let me know if you have any ideas with using them
Adjusted
Yeah this is something I am trying to avoid, however, months of playtesting made me numb towards general difficulty of the game, let me know of these difficulty spikes and ill do my best at a fix
Assuming the spinner you’re talking about is 24? I mean the speed is pretty slow right now so I think it won’t be a major concern for the level. About the camera, I might add an adjustable camera setting, However I found the current one most suitable since the game has to be played on mobile as well. Moving the camera up wouldn’t be an option due to some levels that has the goal at the bottom.
Gameplay is fun. I love it, I’d say it progresses a bit too fast (we are thinking of kids that are gonna play the game, so we don’t want them to rage early). I will say you can tell that the hit registration is on the server. The hit registration kinda sucks. I got to 40 and range quit cause I kept dying to things that I touched seconds ago.
Really good and simple game. Levels probably get hard kinda fast for the average player, tho.
Found a bug in level 18? (The section where the parts can squish the player) where the player can be squeezed out of the main playing field, being able to ignore in-level objects (but also not be able to win)
I personally really like the game, it definitely could get a lot better with time and work. But I like it! I see potential in it and a infinite high score mode would be awesome since you could do procedural generation with the levels!