Is everything working without crashing? (I have not been able to test with multi players)
Are the Bus Rides and Cube Movements super laggy? (I noticed some lag but not game breaking)
Is the concept “hard to understand” or is it “clearly you have to get through the maze and find the end”?
Is the overall theme Dark and Creepy as well as Consistent? (I want it to be scary-ish)
If you notice anything else of interest please let me know, I need all the help I can get. Thanks in advance everyone!
I have no idea what im doing. The lighting and everything is also really crazy. Maybe if there was a tutorial to show/says what to do and maybe tone down the blur as well.
is it better to have:
Walk past a certain npc and audio and dialog pop up that the player has to close?
or
Beam arrows to key locations from the player that go away when the place is reached?
or
More signs and tween arrows in the map?
Newest version (once it migrates) I cut the Blur Fx in half and made that darken overlay 50% transparent. Looks to be much brighter now from the studio… thanks
I can see that u trying to recreate a movie, “Cube”, kinda cool.
First impression like the others is that it is too dark. Also why do u need to ‘jump to start’ , couldn’t it just be click to start?
I like the design of the map and the graphics are not bad. When I went to one of the cubes (tutorial cube), the teleporting to the map was like moving on hl sort of bus . When I reached to the point where it stopped, the game just teleported me there instantly, no movement required.
I think the teleporting part needs to be removed. Maybe replace with a cool effect before teleporting the player to its destination? I don’t see the point of the hl bus. There’s nothing around that is interesting.
The tutorial just shows a message with 2 images that flash away quickly so I couldn’t understand it in time. Then I got to the cube where it is black and white. Again, there are no instructions. When I touch on something, a block comes out of a black space? Idk.
Anyways, this game is interesting, just needs more instructions and improvement
Thanks for the feedback… the jump to start is because the player starts seated so I felt it was more clear of a way to start. like your jumping out of bed after waking up in an experiment…
hmm, I was trying to make the buses to the different cubes the interesting part about the lobby lol… I honestly just thought it would be more fun for the player to get to ride into the experiment and yeah I need to make the teleportation more seamless for sure, ill work on that…
Also I plan on making more cube mazes in different design patterns thats why I wanted a central lobby sort of setup. what do you mean “hl” buses? high load? Also the tutorial was suppose to come up at the start of the ride not right before the teleport, this may be a bug.
I am working on the tutorial graphics and I agree if you haven’t seen the movie then “maze” concept might not be getting through. Which brings me to the last part where maybe I should just retexture the cube and those black things coming out of the wall would maybe look like doors like they are suppose to… and maybe the training cube needs to be “glass” so people can see there are multiple rooms…
I’m a real stickler for proper spelling and word usage in games. That said…
“training” not “trainning”
“disembark” not “debark”
The music is way too energetic for a lobby.
The lobby itself is confusing because it’s not obvious where I should go, and it takes a couple of decisions to actually see some places I should be going.
I like the visuals and the shuttle tram.
When I made it to the training cube, there were some instructions that flashed by quickly and then I was placed in the cube. At that point I tried all the exits and nothing worked. Without further instructions, I just gave up.
For navigation of players is it better to have:
Walk past a certain npc and audio and dialog pop up that the player has to close?
or
Beam arrows to key locations from the player that go away when the place is reached?
or
More signs and tween arrows on the floor in the map?
Is it just mostly hard to notice the door locations in the rooms? Could the doors just be more noticeable?
When I think of a lobby, I envision that 10 people could simultaneously teleport into there, so I build the entrance accordingly. Your game seems to focus on one person at a time waking up on a bed. This might be kinda weird if 10 people wake up on the same bed.
The middle section between the spawn and the transport doors seems to have no purpose. That’s why it’s confusing.
I really like the lobby, seems very well made. The ship that transports you to the game does seem a little jittery though. Also I agree with @ScriptedPoptartz that a tutorial is much needed.
The game looks nice, there’s a few issues, though.
I believe the menu should be separate from the character spawning meaning; you should wait until the player agrees to play the game to load the character.
You should consider having a guidance system to help someone new to the game get started, it’s fair to say that everyone deserves to understand your game, an equalizer is what makes it great.
Have you considered allowing the scaling settings to be on? I don’t know what the initial purpose of this is & remember that you can always create your own character collision/hit boxes with JointInstances. I believe this is great because I know that most players prefer their scaling settings rather than what’s provided to them.
Ok so my main priority is getting a clear tutorial setup in that second room… Probably an npc to talk to that will then give guiding arrows to the training cube and how to navigate through it…