Just dropped new updates, new features, map, sounds, mechanics, and i want to see y’all feedback on it. I’ve recieved no any feedbacks on it, so i’m reposting this post again, hoping this will get some feedbacks!
Pretty solid game. The UI is the best part. I’ve got some suggestions and then things I noticed that I wasn’t sure were issues. I’m gonna assume you’re targeting a younger audience for all my stuff.
Generally, you need to work on how readable your game is at a glance. I want to look at it and immediately see what’s going on so I can start thinking about what I’m going to do.
Suggestions:
The highlights do help with seeing the bullets but on mobile I can imagine it’d be pretty difficult to track so many. Adding some kind of way to see where all the turrets are firing more clearly would be amazing. Like standing still for a short time could show big red cylinders coming from each turret.
New players are definitely going to be confused. I saw you have those menus that pop up when you click on things though. Instead of requiring new players to click on them, just shove it in their face. If anything, it’ll at least get them somewhat interested.
Leaderstats or some way to direct the players towards a goal would be perfect. Right now, the only goal is to reach the end. Giving players something to compete for or grind initially, even if it isn’t actually competitive, will also give them more of an idea of what to do.
Game modes sound like it’d be something separate from the main game. What you have sounds more like modifiers or curses. I also noticed the one you have in there now doesn’t apply or least it didn’t for me. Turning them into a type of power that is persistent and decreases your stats but increases streak gain could allow them to stack together (or so I assume).
I saw you have a bit of blank space at the top in each menu. When I first joined, I had no idea what to do beyond walk forward even after opening the menus. Beyond your little tutorial windows, adding a short description of what that menu is for could help guide or remind players.
Map variation would help you so much. Even just changing the ground color would make it feel like the player is progressing. Going further though, you could add a few ramps leading to high ground. If you’re unable to, you don’t even have to generate them. Just make some presets and have them load in.
Get some kind of image on that front page. I assume you’ve got something planned before launch but just thought I should mention it. Plenty of games just generate pictures using AI instead of doing all the design themselves. Not that I recommend you do the same but something is better than nothing. I almost decided not to review it simply because you didn’t have a banner. No banner = no interest.
Bugs?:
Sounds tend to bug out. I don’t know if this was just something happening to me though. Sounds would cut out for a second and then come back. It’s especially noticeable with the music.
Jumping off the map kills you. Don’t know if that’ll break things later on but teleporting players back would prevent any confusion.
Bullets can collide with other bullets. Dunno if you want that, it’s kinda cool, but I could see it being an issue when a lot of turrets start spawning.
Do you know what? Actually a pretty solid game, good ui, good map. Issue is the core play loop in my opinion. It was kinda fun for a few rounds and then you get to level 20 and you realise, you are doing the same mechanic: walking the same distance to the end goal, and jumping. And the machines are a bit boring too, yes some shoot multiple rounds at once, which is cool, but maybe add some spinning ones, and stuff (if you havent already).
Also maybe make the core loop more fun like we are literally just walking and spam jumping to a goal. Though the teleportation cube at the end goal is satisfying and lowkey made me play more, but it really gets to a point where I actually deep the fact im walking and spam jumping to the other side of the map, like why am I doing this right… But hey that could be a personal thing.
I also didnt understand the streak system at first cause even when you fail a level you progress to the next. It kinda makes no sense for levels then if you can advance to the next without passing or does the rounds get harder based on streaks?
definitely engaging at first from all the ui but not something i would play for more than 10 minutes, its just too repetitive, maybe add an element that makes each pass different or something (it seems like you added random placement of machines but im not sure)
Good ui and builds, i just dont think the core loop is very engaging, or has a lot of variability which you need for good replayability, but maybe it will be different for kids.
Wait @Scrin_bs your Evoblox game is way more fun (at least to me anyways). A few issues with gameplay pausing and the player not restarting from level 1 when they are killed. It seems to be a recurring theme with you not want to reset levels when players die. I know it sucks when you lose a level and have to restart all over again or do the level again, but you doing this is really not helping players at all, its doing the opposite and also increases the lack of replayability.
If a player reaches level 5 and was so close to level 6 when they died, they will say “damn I was so close one more try” and because the game is still being developed, you have so little levels, so restarting from level 1 when you die would increase players playing time.
The sword mechanic was so cool i loved that and its an addictive mechanic unlike Dodge the bullets cause you automatically move and you see your progress bar increasing which is a very nice touch. Seeing the bar go up made me keep playing.
Also the Ai was cool in this game. I think to improve is to add Ai of different levels. I think you programmed it so the Ai you encounter would only be the same level as you, change that and have lots of Ai with different levels, it will make players feel like they are playing with real players.
If you get some real players in the game this could turn out good as well, maybe you need to advertise more but only after the corrections ofc and adding more levels 14 is too short, but really great game, even better than Dodge the Bullets.
Thank you so much for your huge feedback!
ALL of your suggestions are really helpful tbh, because i was feeling the same as i was developing it. I need to add more goals, and make them visible as player progress.
Also, competetiveness would help the game a lot in my thoughts.
Thank you for helping the game, and me especially!!!
Sorry for late respond, was busy developing the game. Thanks for another HUGE feedback!
Yeah, i’ve prepared something for the next week… Should be fun imo.
From the start of developing, i wanted to make something engaging, that will be fun. But then it turns out, it doesn’t lasts much… I will reconsider about the core gameplay..
Wow, didn’t expect someone tries my previous games…
Yeah, this is the last game i’ve made, before the current one. I was inspired by one IO browser game, so i was trying to make something similar. But then, I just lost interest in it, so it’s abandoned.
So much systems and mechanics not implemented yet, so it’s almost unplayable for now.
But who knows, maybe will come back, someday…
I was extremely curious about how you managed to fail 4 games but it seems like this one I tried wasn’t really failed, just abandoned.
What I mainly do to avoid losing interest in projects is simply make games I really want to play but have never played before. Because I want to try it, I keep on developing and developing until looks good and works etc.
Yeah, feel you.
Good news! After completing this game, i wanna go back to the EvoBlox and restore the developing. So, gonna work hard on that one, if this doesn’t do well
TLDR: Good enough game, Lack of Onboarding sabotages the possibility of people getting to play said game.
Okay As soon As i got in the actual Round, I was confused at first what to do.
Based off the title i thought it was going to be some BULLET - HELL style game where we survive as long as possible.
Which leads into my main feedback: You need some sort of onboarding/tutorial.
The player should have something to do as soon as they join, in your case adding a BEAM arrow to the play as well as an introduction thats like get to the other side to progress the levels with some sort of other arrow.
I was patient, as most Roblox players are not and took time to figure what your games purpose was, at first i was just standing in the middle wondering if it would get harder only after like 30 seconds realizing that you wanted us to go to the other side!
Most roblox players would have left at that point! Which is why some Onboarding will do you the greatest of favors right now!
The gameplay itself is fine, I like the cards system, it just needs more polish as the levels progress and things and levels that turn how you play the game on its head to keep players engaged and on their toes rather than falling asleep after wave 15+.
Thanks for the feedback, appreciate it!
For now, my game has no real goals to achieve, no purposes and no achievements. So, it’s empty rn.
I’m fully redesigning the game, to make it feel more active and lessen its repetitiveness. On top of that, there are some bugs u’ve might noticed while playing, let me know if u got one!
I understand that the game should contain the tutorial, which is in development as well, but it’s gonna take a bit more time to finish the implementation, sorry!
Overall, like your feedback and definteley gonna reconsider all your points in suggestions of yours.