Feedback on my game

I would like feedback on my somewhat-new game Survival Minigames.

What should I improve, what do you like, what should I add, etc.

Currently there is about 20 minigames for you to play. Some of them are a second version of a minigame, for example there is a second King of the Hill and a second map.

I do plan to add quests and pets.

Please let me know what your first impressions are, along with what you think about the game after a while.

If the tutorial is not good enough, let me know, I would love to hear what I can improve. Right now I have pretty bad play time (Average of 2 minutes and 40 seconds), and it is probably because players are being teleported from another game (as an option of course). What could I improve to keep them playing.

What can I do to get more players?

Thank you, I appreciate your responses and time taken to rate my game!

On a scale from 1-10, how good is the tutorial, and what can be improved?
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On a scale from 1-10, how good is the builds/models, and what can be improved?
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On a scale from 1-10, how good is the scripting effort/quality, and what can be improved?
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On a scale from 1-10, how good is the UI effort/quality, and what can be improved?
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On a scale from 1-10, how good is the Icon and Thumbnails, and what can be improved?
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Note: Right now it is late for a lot of Americans, so if you are seeing this post as soon as I post it, normally there is more players, but there isn’t really right now.

1 Like

The status label UI is a little off center and too high up, so it appears in the top left corner. The coins display and stats button are also a bit too far left.

When you open the gamepasses UI, it appears in the top left corner and closing it isn’t an option unless you play a full round of a minigame:

As for gameplay, the elevator idea is cool in concept but I don’t think it works out as well in production. Your average Roblox player is around 6-12 years old, most of whom probably skipped that tutorial (especially with the text in a bad spot). I was in a 4 player server and 3 of the people, me included, completely forgot you had to enter the elevator to play, so 2 left after the round started.

The same minigame came up on 2 different board games, this is a simple fix though.

In the bomb minigame, it’s not clear that you have to click to pass on the bomb. (I sort of got this right away after touching people with it wasn’t working, so I just clicked.

What can be improved?

  • Revamp the tutorial
  • Possibly remove the elevator as a means for getting into rounds
  • Fix some UI scaling / positioning
  • Misc gameplay changes
2 Likes

Oh i did something really dumb that broke the UI - it involves one of my plugins. That will be fixed though.

What changes should I make to the tutorial?

I think I will just add arrows that point to the elevator, instead of removing it.

And by gameplay changes, you mean making it an option to touch the player, or click? (and other stuff like this)

Update:
The game UI has been fixed, it was broken by one of my ui plugins.

1 Like

The game looks alright at the moment, besides the UI issues you’ve already covered. Here is my feedback on specific aspects of the game:

Tutorial

I wasn’t able to get the full experience of the tutorial because of the UI glitch, but I was able to gather a few opinions.

The white text in the corner of the screen isn’t very eye-catching and will probably cause some users to skip the tutorial. I’d suggest configuring its design to be more similar to the other UI, placing it in the bottom centre of the screen and possibly using a typewriter effect to draw more attention to the words. It would also be a good idea to allow the player to watch the tutorial over again.

Buildings and Models

The central building style of the game is good. I like the textured blocky look of most of the structures.

The problems start with some of the other props. The clay-like low-poly style used in some of the scenery clashes a lot with the buildings.


A lot of the low-poly props are also untextured, which gives the game a bit of an uneven look.

If you work on making these models fit better with the main building style of the game, its visual appeal will improve a lot, at least from my perspective.

Gameplay

I played the bomb and lava minigames, and they seem to work well. My one suggestion is to make the games require a certain number of players to start (or at least a certain number to actually be able to gain wins from the round) since some of the minigames could probably be farmed for wins with only one player.

You don’t need to remove the elevator, but I would prefer if you didn’t add arrows and instead replaced the “Teleport to elevator” button with a “Join game” button that would automatically put you inside the elevator. I’m just a bit worried about whether large arrows would feel disruptive to the appearance of the game since I’m not a fan of how they look in simulators.

UI

Ignoring the visual glitches, I personally don’t like the look of the UI. There’s not much more to it than flat colours and UICorners, which feels a bit boring and out of place to me. I’m not a very proficient UI designer myself, but I think you could improve the design by adding borders of some kind to the buttons and frames. Work on adding something to the UI that blends it in with the building style at least.

Final Thoughts

At the moment, the game is making good progress. In the amount I played of it, I couldn’t find any serious issues (besides the UI glitch, which has been fixed). It’s got a solid foundation, although it could use a few original new gameplay ideas later down the line to differentiate it from games before it. Overall, good work so far.

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Thanks for the feedback!

I will probably make the tutorial a type-writer text, that’s a great idea. I also might add background to the UI. And normally it is not in the corner, but it was because of the UI glitch.

I am kind of torn between cool low poly models and blocky stuff lol - I should stick with one for most of the stuff though. Yeah, the models really need to be textured, cause I can see how it gives it that uneven feeling.

Now, minigames that involve 2 players are not put in the system if there is less than 2, are you talking about people farming the bomb minigame, or were you also concerned about the lava rising and other one-player or more minigames?

Great Idea on the “Join Game” Button, it should help a lot.

Yeah, all the UI is made by me, and I need to hire somebody.

Thanks again for the feedback, and taking your time to do this. If you would just let me know if you were just talking about farming the bomb minigame, or all, then that would be great!

I am going to be gone for the night, but I will respond to more posts in the morning.

I wasn’t necessarily talking about any specific minigame. I only played a couple of the games, but I said that in case a more exploitable game is added in the future.

I actually didn’t know that some minigames already had a minimum of two players (probably should have played longer in this case), so that’s good if you’re already taking measures to combat farming in “last man standing” sort of games.

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Just played your game and can definetely see potential over time but I got some suggestions that you should take in consideration in the meantime.

  • If possible, you should revamp the game title to something that can stand out a bit more as at the moment it sounds a bit generic with “Survival Minigames”. It’d be even neat to name it something like “Jail Minigames” as it sounds a bit more personalized, stands out a more, and is easy to remember in the long run.

  • I noticed how around the game, some models were low poly and smooth and stuff while others had the default Roblox materials which kinda killed the vibe. I’d suggest sticking with the minimal details low poly style all around the game if that makes sense as it’ll be more appealing to younger audiences as well.

  • I just feel like the lobby map as of now is a bit bigger than needed. Found it a bit annoying after some time having to run to the other side of the map for whatever it was. I’d suggest looking at the map design Epic Minigame went for as it’s medium sized with a clean circular form making it easy to get around. In other words just make sure that the flow of the game feels smooth by keeping the important things nearby spawn so they don’t have to travel very far after returning to the lobby.

  • The icon is pretty good but I’d suggest making it a bit brighter, more colorful, and even more eye catching:

20220114_022129

As you see here, the icon Epic Minigames has is playful, bright, and gives you a flavor of what’s to come once you hop in with a few images showcasing what they got in store. At the moment your icon resembles more a sword fighting game than actual minigames. For the icon showcase a bit of what minigames you got in the background with also various bright colors so for the text brighter too. If you’re thinking about dropping the project, don’t.

I can see it getting somewhere even faster after combining everything we suggested you. Besides this though I like it, looking forward to what it’ll look again soon! Good luck and keep going.

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I really like your feedback on the Icon and models. I do not want to change the name though, especially now that I have a community.

Thanks for all the feedback dude, your awesome!

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I need an opinion on my new icon. Is it too colorful?

Yup, much better! Feels much more alive with the brighter colors and for sure is eye catching.

image

Noticed your icon first than the Epic Minigames one haha. Keep it up!

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Hey there! I have made some changes and would like to bumb this topic and get more opinions.

Change the texture of the ground and walls. Roblox textures don’t look good in my opinion. Maybe make the transparency higher on the textures.