Feedback on our upcoming card fighting game!

Hello everyone! :wave: Hope you’re having a great day!

We, Tarantula Games, are about to formally release our newest game, Cardmental!

In this action strategy game, you collect cards in chests around the map, and use these cards to fight other players! Each player has five lives, and if they lose all of them, they are eliminated.

The player with the most Cardscore at the end of the game (or the last player standing if all others are eliminated) wins!

We were hoping that we could have some general (or specific) feedback on the game before we start advertizing it.

Literally ANY feedback you give us is extremely useful, so don’t be afraid to share it, even if it’s a nitpick.

Additionally, it would be helpful if you could answer these polls so we can somewhat objectively see how our game stands. These may look like a lot of polls, but they’ll really just take 1-2 minutes to answer! These polls are just as important as written feedback!

Polls (VERY IMPORTANT)
How would you rate the game UX-wise (how fun it is)?
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How intuitive is the game? How easy is it to get into the fun?
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How is the GUI visually/practically?
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How is the map/lobby visually/practically? (Note: we have a particular style we are going for!)
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How often did you run into glitches? (10 = no glitches, 1 = many glitches)
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For about how many minutes did you play for?
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How helpful was the tutorial?
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Did you feel like rejoining? (1 = Definitely NOT, 5 = Definitely YES)
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About how many people did you play a match with? (1 = alone)
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Lastly, how would you rate the game overall?
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Anyways, please test the game and give us your honest feedback. We’ll be waiting! :wink:

Psst–it’s a multiplayer game, so if you don’t play it with at least one other person, you can’t test out most of the mechanics!

~ N1njaFactory

5 Likes
  • When I first joined the game, the daily reward UI and a dialogue asking me if I wanted to play the tutorial immediately appeared on my screen, which was kind of overwhelming to be greeted with in the first few seconds of my first playthrough.
  • When I was playing the tutorial and the guide told me to open a specific chest, I accidentally opened the chest that is supposed to be opened later in the tutorial, which prevented the dialogue from progressing and forced me to rejoin if I wanted to finish the tutorial.
  • At the moment, the singleplayer experience is kind of lackluster. I think it would be interesting for you to incorporate the bots that you fight with in the tutorial into the main game so that you can still get the full experience even with only one player. I imagine you could design a system to have them search in chests and trade with players.
  • The figures at the end of the lobby obby are unanchored and can be pushed off the map.
    Screenshot 2024-08-30 134520
2 Likes

The game looks well designed and it has some cool mechanics/functions, but I’d recommend an UI redesign.

2 Likes

A UI redesign? What did you have in mind?

2 Likes

The current design has a somewhat old-fashioned and corporate feel to it that doesn’t quite align with modern Roblox UI trends. Updating the color scheme, typography, and overall layout to something more contemporary could enhance the user experience.

1 Like

We didn’t want to add too many colors to the GUI in fear of making it seem to messy, but maybe we didn’t add enough colors!

Just to be sure, do you consider this a major issue, because reworking the entire GUI interface would be an extremely time-consuming process that would limit us from working on most other features for a while. What I mean is–does it make it significantly harder to navigate through important/relavant features, is it asthetically horrid, etc.?

It’s not that you don’t have a point, I just want to know how important and impactful you think this change would be.

1 Like

In my opinion, UI is one of the most important elements of any Roblox game. Considering your current UI and its layout is difficult to navigate and doesn’t look visually appealing, some changes to it could help a lot.

1 Like

Yeah, I suppose it isn’t necesary to have a tutorial pop-up since there’s already a button for that, though, unless you have any objections, I think it’d be best to keep the daily reward pop-up for now, and just make it happen a few seconds later.

This is most definitely a glitch. Thank you for pointing that out!

To be honest, Cardmental is strictly a multiplayer-only experience. Maybe we could add some sort of bot gamemode in the future, but for now, I’m not sure if it would be worth it to include in the base version of the game. Thank you for the feedback though!

1 Like

Ok, I understand! I just have a few questions:

Do you think some shortcuts (eg. to daily rewards or missions) would be helpful? Or do the locations of certain buttons make it harder to access? Also, are you talking about the lobby, the matches, or the game as a whole?

Lastly, what would make it more visually appealing? More colors? More GUI tweening?

Sorry, I’m just not sure where to start, and I don’t know what the end goal is supposed to be either. Could you please elaborate? Thank you!

1 Like

The lobby UI is the most in need of a glow up. As an example, when I click on the button “Rewards”, this is what pops up:

For a player new to the game, this could be very confusing as there’s lots of different “sub-buttons” and categories/filters.

Here’s a YouTube video that could help you if you design to go through with a redesign: https://www.youtube.com/watch?v=4zH8Obf3e9E

Ok! Thank you so much! I’ll check out the video ASAP!

1 Like

I don’t think you need to remove the popup altogether; just changing when the different UIs appear would help. For example, maybe the daily reward UI would only appear if you said no to the tutorial so there aren’t multiple popups on the screen at once. Maybe you could add a welcome screen with a play button and only show the popups to users once they click it and spawn their character. That would allow players to get their bearings before dealing with the popups.

2 Likes

Ok! I’ll try to incorporate your feedback! By the ways, what do you think of the actual main game? I’m just wondering.

2 Likes

After watching the video, I can see that some of the GUI padding isn’t equal on all sides, as well as the fact that some text buttons have text that’s too big. Thanks for linking the video!

To cover the confusing aspect of the lobby gui, would something like this suffice? (Please note, this is just a showcase example, so some things might not be perfectly symmetrical.)

Hopefully the arrow input system for the sub-buttons will differentiate them from the main buttons, and make it less confusing. Please lmk what you think!

2 Likes

I’m not sure if a welcome screen would fit this kind of game, but I definitely will improve the timing on the popups. Now the daily rewards should only appear after you’ve selected no for the tutorial. Hopefully this is satisfactory enough!

2 Likes

Conceptually, it seems pretty unique. Trying to accumulate the most value while also using your valuables as weapons is an interesting idea I haven’t seen done before. I also like the idea of a trade period in between rounds. I can’t say how well any of this works in practice though because I haven’t tested it with another player yet.

If I were to make a gameplay suggestion, it would be to let players aim spells with their mouse rather than the direction being based on where their character is facing. I think this would make aiming more intuitive.

2 Likes

Do you think that would be more intuitive? I thought it that releasing the abilities in the direction of the character was intuitive enough. Is it really that confusing? If so, we can change it.

1 Like

I don’t think it’s too confusing the way it is now, but changing it could still be beneficial. Since a lot of games use the mouse to aim projectiles, I would personally find it more natural to aim that way. It would also make it easy to change your firing direction quickly without needing to go into first person or shift lock.

It looks much better. Nice job!

Thanks for the feedback! Now that I think about it, being able to use the mouse to aim projectiles would lead to many other strategical benefits as well. Thank you for bringing this to my attention–I’ll hopefully implement this sometime today or tomorrow!

Also, slightly unrelated, but if we have the time, we’ll try implementing a bot fighting gamemode that you can choose to be teleported to if you are alone in a match.

1 Like