Feedback on my RPG

I’m currently working on making an RPG from scratch, but before I continue development I’d like feedback on the gameplay I’ve made so far. Sorry that it’s not very polished yet.

RPG v242 Testing - Roblox

There’s no tutorial currently so before you enter you’ll want to know: Your weapons have a single click and fast click attack, single click does less damage but makes your next fast click do bonus damage. All mobs have obvious attack patterns and can be dodged by jumping at the right time. You start off with 10 attribute points plus 10 every level so I recommend putting them into Attack in your “Character” page, just to make combat faster. Other stats don’t matter much against the starter area enemies.

I’m basically going for a classic MMORPG with some vibes from old school roblox RPGs. NPCs give quests, you either kill mobs or collect items, turn in those quests, then go back for more. Mobs can also drop randomized and powerful loot. There are currently 12 quests from 3 NPCs to complete in the starting zone. There’s also around 25ish items to collect.

Edit: I’ll be adjusting the starting area since the friendly villagers and the high level mobs are confusing people quite a bit. For those who are joining in before I update the game: Villagers are friendly, not enemies. Level 3 enemies have 5 armor and don’t take damage unless you have damage to match them. You can find level 1 enemies in camps near the entrance to defeat.

8 Likes

I played it last night but didnt have time to write this: Its a really fun game, but I would also make the apprentice “villager” more noticable so you can do his quests and level up before throwing yourself at the bandit boss, and also add hints to the quests so you have a bit of an idea of where to go for some of them. (specifically the lens quest on the apprentice is where I got stuck)

Also it wasn’t exactly what I had in mind when it came to classic MMORPG, but then again your game is currently in alpha so I guess I can’t really say anything about that one. (What I mean by classic MMORPG is that not everything is anime and there are good controls, like some of the older zelda games for example (twilight princess, ocarina of time, etc.))

2 Likes

I added in an arrow-pointer system thingy for the more specific location quests. I only had time to have the arrows point at specific quest locations for now, like the lens quest location.

I’ll be working on adding an arrow that points to the nearest incomplete quest giver, plus working on having the arrows point to quest mobs as well. Hopefully I’ll have that done by tomorrow night.

If you have the patience to do it all over again, I’d love your feedback on that as well :smile:

Edit: The quest compass can now be turned on by holding shift, and it will target all quest objectives.

If I have time I might do some later today

Maybe I just suck, but I just died really quick. Maybe the difficulty should start easier.

I don’t think you do :sweat_smile: It’s probably because you had no points in attack, and you probably didn’t know that was even a thing.

I added in a sorta temporary tutorial to point out that you can spend 10 attribute points when you spawn in, and to explain what all the menu buttons do. It should be a lot easier to beat things when you have 10x the damage.

It’s decent but make all the stats balanced and not make damage just overwhelmling powerful

That’s a fair point,

Any suggestions for how to make other stats more valuable? I think armor and health are fine, just not useful vs the starting enemies since they’re weaker, but they become useful vs stronger enemies in my testing.

I think I’m going to make speed also increase how fast your spells come off cooldown and increase how fast you can attack.

I don’t know what to do with stealth. At this rate I may just remove it or only have equipment grant it.

Edit: I think I’m gonna have stealth be the main damage stat for shadow-magic based stuff. So players who want to play a darker path can’t use normal equipment.

Sorry for the late reply but stealth could be used as something which makes the enemies see you less and you need to be closer this could be good against archers for then they don’t attack from as long range. Strength could be reduced instead of making others more valuable, which would give the game an extra challenge.