I made an “Hide&Seek” system and please guys tell me honestly which one is better for you? What can I change in it?
First one: (CLONING - Off)
Second one: (CLONING - On)
Which is better? What I can change in it?
P.S. I know that in second clip there’s a error in the top right corner - I fixed this. My englisch is bad and I fixed the text in the right top corner - “dequip” to “unequip” also.
Honestly, I kind of like the first one. This way players can’t really memorize how many of a certain object there should be in a certain place on a map. It makes it more fun and challenging than simply just making a copy of an object too.
Typically, cloning on is the ideal for a hide-and-seek game.
However, you could make something creative with cloning off. In contrast to cloning on, cloning off forces other users to evaluate their surroundings in relation to the alternative individuals’ hiding spots.
Although cloning off can heavily impact gameplay, I recommend providing the seeker with advantages as well. To demonstrate, the seeker can start with an “Iron Sword” that would eliminate any hider it makes contact with. As time progresses, there can be an item for a certain amount of currency (Robux, or an in-game currency obtainable by Robux and gameplay) named “Blazing Bomb” that would destroy any seeker it makes contact with (bonus: the “Blazing Bomb” splashes as well).
TL;DR
My excessively lengthy paragraphs are meant to address and distinguish ways to create a game that can showcase either cloning off or cloning on creatively.
Go big. Think of ways to make players cooperate - to improve gameplay experience.