Feedback on my First Person, Randomized Obby

Hey you all! I’ve been developing a randomized obby from the ground up, and I think it’s ready to gather some feedback.

It’s currently in it’s MVP (Minimum Viable Product) stage of development, so it isn’t completely finished, but the base game is done.

The obby also includes randomly selected events to make each round different (Desert with deadly cacti, Low gravity, etc.)

The game is supposed to be a classic themed obby (Although I haven’t added much classic elements yet besides the studs material, etc.) I will add more elements to it.

I also have to add mobile support and data saving of course.

Features already developed
  • Round system

  • Randomly selected obstacles, put together like puzzle pieces.

  • Randomly selected themes (colors, materials, etc.)

  • Randomly selected events, which also spawn in props, such as trees, deadly cacti, snowmen, etc.

  • A shop for Tools, which are lost when you fail.

  • A shop for Gloves, being the main cosmetic.

Features I'm considering adding

Parkour system:
Parkour system includes head bobbing.
Parkour system includes sliding system.
Audio when running, sliding, jumping, etc.

Shop:
Gems, which are more difficult to get.
Gamepass Tools you keep forever.
Crates to be opened for gloves/bands (Probably opened with gems).
Exclusive crates with paid access.
Crates to have a reason to be purchased other than cosmetic (Multipliers, etc.), not completely sure about this.
Bands to add to gloves (Basically an extra band around the glove that gives it more customization.)
I was considering adding trading gloves/bands in a future update, although I’m not sure.

Monetization:
Code redeem system.
Premium benefits.
Starter pack. (I was thinking a bright themed starter pack and a dark themed starter pack, side by side to look cool.)
Daily rewards.

Players:
Make it so you can toggle if you can see players or not, or a semi-transparent option too.
Spectating from the lobby.


So with that out of the way, here is the game! (Game has been turned off for now, reply if you want to join and I’ll respond later):

6 Likes

(I wIll be closing the game in about an hour from this point to continue developing)

2 Likes

the games pretty cool! I have alot of experience in the obby game market so i’ll leave my two cents :happy1:

I honestly believe this might be important if you want to get a bigger audience from your game. The game is in first person and seems to have a custom mouse sensitivity, and from my analytics from some obby games i have, over 60% of the playerbase is mobile & tablet :skull:,

which if you think about it, its kind of insane! considering how little mobile support obby games usually have (doesn’t go further that giving a shiflock button).
and also considering how most tech is focused on pc players (wraparounds, flicks, etc)

2 Likes

Should I make an option to go third person, especially for mobile players? Or should I just keep it first person no matter what?

1 Like

some precise jumps in between killbricks were difficult due to the first person perspective, and the character blocking the view, so i think you should try thirdperson to see if it makes it feel better or not

1 Like

Alright I’ll see how that works

1 Like

I would keep first person because it makes the game more special i think.

1 Like

Well I will keep experimenting with how this changes the game. I will probably add 3rd person toggle for mobile users at least because it is challenging to play first person on mobile.

1 Like

Ill try it out and give some feedback

2 Likes

Do you want me to make the game public again?

1 Like

Please make it public🙂
I want to play it on pc now🙂

1 Like

Ok it is public. You can join now.

3 Likes

here’s my feedback

  • camera sensitivity is really slow
  • fov is really close (already fixed while playing)
  • i recommend adding a tutorial or practice to familiarize how the mechanics (and physics) work
  • ice is too slippery and glitchy
2 Likes

Some opinions:
Sensitivity and fov are way too low, and obstacles are usually really tightly packed together, so you rarely have to use the sprint.

2 Likes

I agree that the levels are very cramped together.

What are your opinions on the spacing of this level shown here?:

The levels that will actually be a part of the game will be spaced out more.

3 Likes

That looks better : )
What about ones with larger gaps so the player is sometimes forced to sprint?

2 Likes

I do have a level so far for big spacing forcing sprinting, although I don’t want it to be too difficult, since I want to keep the flow of the sprinting to be enjoyable for the player. Not only that but mobile players can struggle even more since it’s first person.

1 Like

I was also wondering about the monetization side of things. What do you think I can improve on my current monetization plan? What do you think is good to stay in the plan? Thanks for sharing :happy2:

The game is public again for feedback, I have updated it a bit

I have applied some of the feedback sent so far:

Ice is easier (Still need to fix it because I have to recode the First Person System)

Sensitivity should be better, let me know if it is.

Display to tell user what event is happening

Faster respawn, and keybind to reset

Got rid of levels that were too close together (Just know that the levels will be completely different, just focusing on scripting the systems for now)

Very basic tutorial, which will be better later.

In my opinion, you should keep the obby first person, both for mobile and PC.

Some other things, increase camera sensitivity, add sliding and not sure whether this is intentional but when jumping, I can change my position mid-air.

As for the modifiers, the ice modifier is really hard and distinguishing kill bricks in disco modifier is almost impossible. Could use more checkpoints unless you want players to rage a bit.

Really fun. This game is gonna blow up.

1 Like