Feedback on my game

Hello, I’m currently working on a game which has some structure to it. The whole purpose of the game to kill/knock players off the map which then can be accumulated to unlocking new abilities.

Common issues with the game:

  • Very short retention time. Players quit almost instantly when they join. They use a move then just quit instead of actually playing the game. Some even just join then leave. The issue isn’t really the player count when they join there are 8+ players in the server yet they quit almost instantly.
  • Ads gain lots of player but all quit very quickly when they join.

game link if you were interested: [WARRIOR] Crumple To Oppose. - Roblox

1 Like

The combat is amazing.

But,

I’d like to discuss some aspects of this game that I think, have room for improvement.

Starting with:

1. Mobile

Mobile is the largest audience on Roblox. And because of that, this could be an issue mobile players will face with your game. Above is a screenshot of how it currently looks on my mobile device. I’d recommend switching to landscape mode, adding ‘UIAspectRatioConstraints’ to your images and overall testing how your UI looks in a mobile screen.

2. Onboarding

See this screen? It appears quite confusing to read and what to look at. The first thing I looked at was the ‘Yap’ text. If a player does not notice the Play button first, they will get confused quite fast (and probably leave). Please do apply a few UX principles to your UI.
A few recommendations for the starting screen:

  • Make sure the action that you want players to do is the first thing that you can notice
  • Better arrangement of abilities; this is the most important part of this game so it might as well be clear.
  • Uniform sizing of the abilities (some text are huge and some are small)
  • Use images for abilities (it will be easier to get the idea of abilities than having a bunch of text)
  • Make it clear that you’re supposed to choose/roll for an ability before they continue playing (I just noticed that when I was writing this)

The key here is to convey information in a readable and understandable way. Put yourself in the player’s shoes.

3. Onboarding (Pt. 2)

Let the player get to the fun as soon as possible when they join your game.
Suggestions:

  • Add quests to let the player know what they are required to do at the moment
  • Spawn the player giving them a nice view of enemies from a safe area, this lets them spot their targets as soon as possible.

4. Misc

  • Abilities are kind of unintuitive; Normally I’d have to equip and click to use an ability, but it uses the ability as soon as I equip it. When the cooldown ends, I have to unequip and equip it once more to use it.
  • Add a leaderboard/leaderstats for kills (I’m not sure if there’s currently a way of tracking kills that is shown to the player)

Good luck with your game!

(I’m hoping to see more of it soon)
2 Likes

Thanks for putting time and effort and a response. This will be very helpful for my progression of my game.

Leaderboards:
Leaderboards are in the game to ensure players know their progression. Regarding UI for ability selection.

Ability UI:
I too thought it was a little bit confusing from just the wall of text but was kind of put aside from it from feedback from my players.

Thanks again for a detailed response!

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Also, how is the experience with mobile? Do the buttons feel badly positioned or fine as it? I would like to focus more on mobile optimization as pc has a fair structure at the moment.

For mobile,

In the screenshot


The Inventory UI is overlapping with the Meter bar.

Also, the images have lost their size ratio (recommend using UIAspectRatioConstraints to fix these)

1 Like

I think on mobile phone it should be horizontal so mobile players can have better experience

2 Likes

Ah yes, the continuous and numerous problems of players joining and immediately leaving…

I think you really need something that could stand out the milisecond a player joins.