Feedback on new game, Difficulty Chart Obby!

Thank you! Yes, we would like to expand onto double jumping and power ups, but it would then turn into not a difficulty chart, so we might make a classic version (the version now) and the one with mechanics. And thank you for telling me! I am giong to fix it asap!!!

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Its a good start but its a bit basic (i’ve played courses like this before) and a few bugs, i could defiantly help you guys with a bit of design maybe if you would like?

In all honesty, difficulty charts are essentially just obbies that gradually increase in difficulty. Implementing mechanics like that wouldn’t really take away that feeling.

In which part of design? We only need Uis

hmm, your right, but i would like to make it a seperate game, with a name such as “The Mix-Up Obby” Or “The Power-Up Obby”

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My question is, why would someone play this over “X’s difficulty chart obby”? (With X being a substitute for any other existing obby with the same name format). It seems cruel to ask, but it always needs to be considered.

There’s nothing to make it distinct, and that’s the problem with nearly all obbies created in Roblox today. As a result, there’s very little chance that someone would willingly return to play it in the future. For me, playing these obbies for long periods at a time simply feels like a guilty pleasure, not an experience.

These gripes aren’t specific to your game, definitely not. But that’s the problem, there’s just nothing I can pick out that’s good about it. It simply serves it’s purpose as an obby without adding anything else.

Sorry if I come across as harsh, I just don’t have any other way to voice my concerns.

oh no not as harsh at all, thank you for the feedback, we have plans in the future to add levels, trails, etc, more for people to come back and grind for! And our game is just like any other difficulty chart obby, once you finish the game you most likely leave and never touch it again, and more people find your game, its just how that category of games work, you finish the obby then leave and you dont touch it again

I just mean i dont think its a good idea to have an obby thats alot like everyone elses. Like i think you need a greater variety of obstacles and not repeat things so much, like the final white lobby is really annoying… its just too much.
I’ve been experimenting with a few exciting obby obstacles…take a look in my lest lab.

Also i gave your game a thumbs up :stuck_out_tongue:

Good luck :smiley:
I know how tough it is when you think your finished and it turns out there is a ton more work to do :frowning_face:

That’s good to hear.
I personally struggle with the balance of adding game mechanics and adding physical content, but you and your team sound like they would handle it very well. Best of luck.

Thanks so much! Your encouragement means the world to us! And thank you so much for liking the game, it means a lot, we had someone dislike on alts 9 times yesterday for no reason!

What is there to buy…

I’m confused of what you mean…?

How did u already make over 1k Robux?

vip, donations, etc
30characters

1 Like

Umm…
Umm
Is this a tester? Developer? The creator?
Maybe we will never know.

haha, it was the person from the thumbnail! I completely forgot about that LOL, I will remove that in the next update, thanks for reminding me!

Yes, I discovered it myself…
Although @TheJohnESP noticed it first.

Hmm, I did not notice that post, or forgot about it, thanks for the feedback though!

Also…

I just replayed your game seeing the sheer amount of content you implemented, and there are a lot of things I’m going to point out.

Repeating Jumps

For starters, try to avoid repeating jumps over and over again. This makes it monotonous, repetitive, and mind-numbingly boring.


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This is possibly the worst offender of them all:

For that last one, although you did call the stage “Endless Numbing” and made it encompass the entire section, I still find these all really poor level design practices, and overall it was very unfun to play through.

Although I did manage to beat it in around 2 minutes, I was most certainly not engaged or having any fun at all while doing so. This also is very inconsistent when it comes to the 2nd to last stage (more on that after this).

Minor Nitpicks on Building and the User Interface

For these two stages, you lost the consistency of the “old-roblox” aesthetic by making the surfaces smooth. Just a minor nitpick, though for the second picture I had trouble identifying where the truss was because it was blending in with the wall.
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Another minor nitpick, z-fighting is still very present within the stages. (I had to do this stage a few times because my leg would touch the killbrick because of the walking animation)
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In terms of the actual User Interface, it feels a little ugly and plain (no offense). The size for the “Reset Obby” button is very small in comparison to the other buttons (although this is intentional because you’re technically wiping all your progress away, its still inconsistent either way. I’d honestly just add an “Are you sure?” GUI.)

The Font Size is very inconsistent because you’re using TextScaled and not TextFont.

The final thing I’d like to mention is that gaps between the buttons are massive.

Inconsistent Difficulty

Another thing I will point out is how inconsistent the difficulties are.

On section 4, you can go from this:

To this:
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On Section 7, you can go from this:
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To this (the wraparounds aren’t hard but its still a massive leap of difficulty):
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Then to this:

And finally, to these:
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Bugs and Glitches

There are also a lot of bugs and glitches. Sometimes killbricks won’t work in certain stages, which make levels a lot easier. Checkpoints after Stage 68 also lose functionality.

The “Reset Obby” button has little-to-no functionality as well. It only changes your team but not your Stage count.

Conclusion
Your obby has a lot of potential, however its still very flawed. It doesn’t really stand out in contrast to the dozens of other Difficulty Charts out there, and it sorta falls flat. I do wish you the best of luck though.