Feedback on wall flick obby

I have created a obby that has been in development for a relatively long time, it is a stud wall jump in which the walls you have to flick get more difficult and difficult as it progresses

Each level increments by 0.05
I recently added enough features to my new game to the point that I am curious what others think of it,

It currently has

  • 300 Stages (I can make a lot more)
  • A music system
  • Developer products to buy skip stages
  • A wins (rebirth) System
  • A speedrun mode
  • Premium benefits (+5 walkspeed)
  • A fully functioning anti exploit
  • And ending stage

What I plan to add in the future:

  • Many more types of obbys
  • A possible hard mode
  • More stages
  • And whatever else is requested

I would like to see what everyone thinks of it, what I should add, and how I can make this game better.

2 Likes

image
(ignore screen shot weird colors HDR bug on ROBLOX end)

I am getting CPU spikes (frames drop to 0) Some times it doesn’t even show in performance stats when frames drop to 0.

One thing that I am not a fan of is when you walk over the checkpoint/respawn part it teleports you to the part which throws up me speed running.

All in all just the random CPU spikes and checkpoint teleport thingy makes me not want to play the game any further.

Not really an original game idea, UI kinda sucks but it works for now…That’s all.

1 Like

I forgot to publish the optimizations haha

2 Likes

Game is pretty good, some things that should be fixed/improved

  • The UI styles is pretty inconsistent
  • The level label and selection buttons are off centered at low resolutions
  • CPU spikes (fixed i think)
  • Add it so whenever you touch the levels platform it updates your level, so you don’t have to see that checkpoint error thing
2 Likes

The speedrun mode timer is inaccurate
I think this will fix it

-- When speedrun starts
local StartTick = tick() -- Gets the current time in seconds
-- To get the time
local ElapsedSpeedrunTime = tick() - StartTick
1 Like
game:GetService("Players").PlayerAdded:Connect(function(player)
	local speedrun = player:WaitForChild("speedrun")
	local speedruncounter = player:WaitForChild("speedruncounter")

	speedrun.Changed:Connect(function()
		while wait(0.01) and speedrun.Value do
			local currentCounter = tonumber(speedruncounter.Value) or 0
			speedruncounter.Value = tostring(currentCounter + 0.01)
		end
	end)
end)
1 Like

Yeah that’s bad.

I would change it to this

game:GetService("Players").PlayerAdded:Connect(function(player)
	local speedrun = player:WaitForChild("speedrun")
	local speedruncounter = player:WaitForChild("speedruncounter")

    local speedrunStartTick = 0 -- initialize it to 0

	speedrun.Changed:Connect(function(value)       -- i add value because when you listen to
        if value then
	        speedrunStartTick = tick()                 -- a Value Changed signal it automatically
            while task.wait() and speedrun.Value end   -- passes the value property
                speedruncounter.Value = tick() - speedrunStartTick
            end 
        end   	
	end)
end)
2 Likes


Nice.

The game is good but the fact that I get tped to the checkpoint when I touch it just annoys me as it makes me lose my momentum and the fact that its kinda of repetetive. I would love if you can add some sort of variation to it?

Also the gui kinda ehhhhhh bad. Not really clean. Like the top dark part which shows my current stage is too dark and I can’t see it if I am in a dark spot.


Rest is all to you. You can see how unaligned and weirdly colored they are so fix it.

2 Likes

I know Barely anything about UI design, I have no idea how to align them, All I know is scripting and some variations about building. I don’t know how to add variation, and I am working on fixing the checkpoint issue as my code is set up where you get teleported. because there are 2 values for storing stage, your genuine stage value, and the current stage that you are on.

2 Likes

UI Has been officially styled and fixed!

1 Like