Feedback on Noob Mayhem!

Hello! I released my game, Noob Mayhem, and would humbly appreciate it for any feedback on the game! The game is simply about killing noobs with different characters!

All feedback is greatly appreciated! I’d really like to hear if anything feels off or if the pacing is too slow or anything that comes to mind!

The intro should only play once when a player first starts the game, and you shouldn’t have a skip button, as it’s meant to be an introduction. The dash effect doesn’t fit the game. If the lobby is going to be that empty, it’d be better as a UI-based lobby instead. The “tunnel shadow” effect in the intro and on the map, where characters walk out, needs to be duplicated more to actually look like a shadow.

The UI is very bad overall. The in-match health UI should be visible directly in front of the player, not in the corner, as it’s very important. (Something like The Surge 2 UI would be good, you can see an example here: The Surge 2 UI example). Also, the enemy health number text is very dark, what’s the point if you can’t see it? In-match, I also found the turkey leg item confusing. I thought I would eat it, not throw it. Why is it like that?

Outside of matches, the lobby UI is also very confusing, especially the class and shop icons. You should also add a background scrim behind pop-ups. A scrim is a translucent overlay that helps focus attention on a new element, like a pop-up, by dimming or blurring the content behind it. This makes the pop-up stand out more clearly. When I press on another popup, the current one doesn’t go away, which is frustrating. The text color in pop-ups really hurts my eyes. Please also reduce the currency amounts. Having too much money feels too easy or looks cheap. Like, I got 100k just from the wheel and only played for 10 minutes.

The game is very boring. I played for about 10 minutes and there were already toxic players bashing each other in the lobby. NPCs keep jumping for no reason too. You might want to look at Avatar Star Online, Battlefield Heroes, Plants vs. Zombies: Garden Warfare 2, and maybe some elements from Minecraft Legends (like using a red color when damage instead of white).

For a more detailed explanation of UI scrims, you can check out this Medium article: UX Drill 03— What is a Scrim? by Alex Chung

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I played for a bit and noticed a few things. For context, I played through easy mode on Bloxland alone.

  • The only units in the game that I found to be a threat were the Healer Noobs, Freeze Noobs (makes your character completely inert), and Rage Noobs (fast, lots of health, delivers status effect). The rest of the units didn’t really pose a threat to me at all, and as a result, the game got pretty easy after the first boss when those units took a break from spawning and then got difficult again when the game picked up spawning those units in the last few waves.
  • I feel like the player doesn’t get a chance to upgrade often enough. I’ve seen some other games of a similar genre where you’re presented with the upgrade screen every wave, but in this game you can go many waves without seeing it, and as a result it feels a bit like a side feature without a lot of importance. Obviously you might have to nerf the upgrades if you do make this screen appear more often, but I think it appearing more often would give the game a consistent rhythm.
  • Is each sword Telamon unlocks during the game better in every way than the previous one or do they all have strengths and weaknesses? If it’s the former, I think you should get rid of the old sword when Telamon unlocks a new one to clean up the hotbar.
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Thank you for your feedback! It helps a lot to hear what the audience thinks from all ages! I’m looking to improve the game as much as I can!

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I just played the game again and won on the Bloxland map, but I found some issues. My Zombies kept climbing on enemy heads, which stopped both my Zombies and the Noobs from hurting each other. While some enemies could still damage my Zombies, they often pushed my Zombies into tunnels. Since I couldn’t enter the tunnels, I had to use my guns to deal damage. Also, the white sword’s skill stops enemies from dropping coins.

There should be a tooltip for my current upgrades. I can’t tell what upgrades I have just from the icons, and I shouldn’t have to memorize them.

Sentries from Insert Noob counted as actual Noobs. This made me think there was one enemy left when it was just a sentry, which was confusing. The “Climb Zombie” makes bosses useless. When a Zombie climbs on a boss’s head, the boss attacks nothing, making the Insert Noob boss very easy to kill.

When a player freezes, the inventory, health, and dash bars shouldn’t disappear. Also, the player’s current weapon shouldn’t unequip when frozen.

What does character level do? And weapons need tooltips. I don’t know what the white sword does, unlike the fire and poison swords.

There should be an indicator in the lobby UIs showing what you have equipped or what’s currently being displayed.

I only played for ten minutes last time, and while I won a game this time, it’s still kind of boring compared to Combat Initiation. I think that’s because your game might be focused on kids, as Combat Initiation is pretty hard but very fun. A visual notification system like PVZGW2 would be better than Roblox chat. Since your game is stylized, you should really focus on UI, effects, sounds, and animations. Of course, nice gameplay will decide if a player is going to play your game. This is unlike realistic games that try not to break player immersion. I also think the summary UI should be full-screen, with the player character facing the camera on the left or right, displaying all match information, including other players’ details if applicable.

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