[Feedback Request] YEET BATTLES - Is it Actually Fun?

Hey everyone,

I’ve been working on a game called YEET BATTLES, and I’m finally at the point where all the core features are complete. While it’s not fully finished yet (some polishing and additional content are still on the way), the core gameplay loop is in place.

At this stage, I’m mainly trying to figure out one key thing:

Is the game actually fun to play?

Since I’m the developer, I know my own perspective might be biased. I’d really appreciate some objective feedback from others who try it out with a fresh set of eyes.

What I’m looking for:

  • Is the game enjoyable?
  • Are there any moments that feel confusing, frustrating, or boring?
  • What would keep you playing longer? What turns you away?

Feel free to be honest. Constructive criticism is super helpful at this point.

Try it out here: YEET BATTLES! - Roblox

Thanks in advance for taking the time to play and leave feedback!

I can’t do anything when I’m alone; I can’t even try out the core feature of the game. Make something that can entertain the only player in the server.

Also, sound effects, your game is dead without them. (Add UI animations too)

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First off, thank you for the feedback. So, should I add AIs to fill up the game? How should I entertain only one player if my game requires at least 2 players to play?

Also, I will add musics and more sound effects.

Those zombies are a good start. Make it so that we can yeet them as well, some kind of a small survival minigame.

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Thank you for the suggestion. For right now (I’m aiming to finish core features), I want to focus on players yeeting each other rather than zombies since the game is a PvP game.

I just finished adding AIs to the game so that the player can play the game even if they are alone.

Okay. So I made several changes that improved the game significantly. I would love to get more feedbacks!

Feature Request:

  1. Enhanced Sound Design & Visual Polish
  • Add immersive sound effects to elevate gameplay intensity.
  • Implement smooth fade-ins during teleportation for seamless transitions and UI animations.
  • Introduce dynamic camera work to increase engagement and cinematic feel during combat.
  1. AI Challenge & Gameplay Depth
  • Improve AI behavior to prevent exploit strategies like spamming throw. I was able to spam throw and it killed the challenge instantly
  • Introduce risk-reward mechanics such as throwing opponents off the map for a significant bonus.
  • Add diverse game modes or competitive variants to maintain variety and strategic depth.

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Thank you so much for the feedback! I will make changes ASAP!

Recognize how gameplay loops work

Anticipation → Challenge → Reward

repeat. Recognize that they do upgrades to progress in your game which is the main reason for playing. Recognize that:

1. Anticipation

  • Clarity & Accessibility: Players must immediately understand what tools and options they have. No hidden garbage or confusing menus.
  • Tangible Progression: Show clear paths to upgrades or better gear. Anticipation thrives on visible, reachable goals.
  • Engaging Setup: The spawn or prep phase should build hype — music, visuals, and a chance to strategize before the fight.

2. Challenge

  • Skill-Scaled Difficulty: Challenge must reflect player skill—matchmaking or adaptive AI that pushes limits without breaking morale.
  • Fairness & Depth: No cheap spamming or luck wins. Combat mechanics should reward precision, timing, and strategy over button-mashing.
  • Consistent Rules: The challenge framework must be transparent. Players fight on a level playing field with clear consequences.

3. Reward

  • Meaningful Gains: Rewards must be worth the effort—better gear, cosmetics, leaderboard status, or bragging rights.
  • Immediate & Long-Term: Mix instant gratification (cool moves unlocked mid-match) with long-term goals (seasonal ranks, rare items).
  • Visible Impact: Rewards should feel powerful and noticeable to the player and others. Slaps don’t just get stronger—they look and sound epic.

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General Guidance
Design with your vision. Research an untapped niche — if it fails, abandon it fast.


Development Process

  1. Research & Ideation

    • Identify niche → craft unique twist
    • Don’t cling to weak ideas; iterate until you find gold
  2. Prototype Core Loop

    • Build a lean version focusing on critical functionality (combat, tools, map)
    • Skip leaderboards and polish until mechanics are rock-solid
  3. Polish & Feedback

    • Refine animations, UI, sound, lighting
    • Gather player feedback, then layer in advanced features if you see potential. Remember though that a good idea might be misrepresented with poor design though

Design Foundations

  • Player Types (why it matters):

    • Killers (thrive on PvP domination)
    • Socializers (value community & chat)
    • Explorers (seek hidden secrets)
    • Progressors (chase ranks, loot, unlocks)
  • Core Loop: Anticipation → Challenge → Reward

    • Anticipation: Clear goals and tools visible up front
    • Challenge: Skill-based combat, fair rules, no spam
    • Reward: Instant feedback + long-term progression
  • First Impressions

    • Mandatory tutorial or onboarding
    • Polished visuals & sound at launch
  • Retention

    • Add motivation for users to join the next day. One of the most important stats behind play time is whether they join the day after

Quality Checklist

  1. 3D Assets: Maps, models
  2. 2D Elements: GUI, menus, icons
  3. Audio: SFX, music, ambient sound
  4. Lighting & Atmosphere: Skyboxes, post-process
  5. Animation & Performance: Smooth rigs, minimal lag

When you are making your game you should be very aware of your competitors and directly aim to be better than them. Even if you matched their quality they won’t want to play because they’ve already been doing that game

Find that unique twist.

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Listen up, davidrhee1234. You’ve got potential — but potential means nothing if you don’t push past mediocrity and hit ultra-instinct levels of design. You wanted blunt, honest, no-fluff feedback? Good. Because I’m not holding back.


:fire: Is YEET BATTLES Actually Fun?

Right now?
Only sometimes. You’ve built the skeleton of a good game — but it’s not a beast yet. It’s not visceral. It doesn’t scream play me again. And that’s a death sentence on Roblox unless you’re targeting 6-year-olds.


1. Anticipation – MID

  • Clarity & UX: Menu/UI is passable but forgettable. I don’t feel like a YEETER, I feel like a Roblox default.
  • Visual Hype: Weak. Give me camera shakes, glowing throw indicators, a countdown that pumps blood.
  • Progression: Where’s the meta-hook? Where’s the grind? You’re tossing bodies for what — giggles?

Fix this:

Add upgrade trees, skin progression, title unlocks, power-ups. Even if cosmetic, players need something to chase.

2. Challenge – SHAKY FOUNDATION

  • Throw spamming? Cheap. Abusable.
  • AI? Better than nothing, but dumb and repetitive.
  • PvP? Carries the weight but falls apart without matchmaking or balancing.

Fix this:

Nerf spam. Add cooldown or stamina.
Improve AI with aggression phases (passive → predictive dodge → aggressive flank).
Give players more than “throw vs dodge” — try clash counters, parries, power-ups.

3. Reward – BARELY PRESENT

  • There’s no visceral hit when I YEET someone off the map. Where’s the boom? The echo? The kill cam?
  • Progression’s a ghost. No real reward loop means I leave after 5 minutes.

Fix this:

Add slow-mo kill cams, kill streak effects, announcer voice lines, flashy item rewards.
Gamify “yeets” like damage-based coins or points used for visible upgrades.


:test_tube: First-Time Player Experience – WEAK ENTRY POINT

I should be impressed within 30 seconds or I’m gone. That’s the Roblox law.

Current issues:

  • No onboarding = confusion.
  • No solo content = dead when player count is low.
  • No dopamine in first 60 seconds = bounce rate goes nuclear.

Fix this:

Add a short, 15s tutorial match vs AI. Instant throw, instant KO, instant reward.
Add a clear goal: “Yeet 5 enemies → unlock Jet Pack Arm.”
Let first-timers feel powerful immediately.


:dart: Combat Polish Checklist

Area Verdict Notes
Sound FX :x: Weak. No weight behind actions.
Camera Work :x: Static. Needs cinematic flair.
Combat Feel :warning: Throw spam ruins flow.
Visual Feedback :x: No hit confirmation, no clarity.
Kill Reward :x: No sense of power or climax.
Animation Quality :warning: Stiff and robotic. Needs fluid transitions.

:brain: Player Types You’re Ignoring

Player Type Engaged? What You’re Missing
Killers :warning: PvP exists, but lacks depth.
Socializers :x: No party system, chat incentives, or lobby hangout.
Explorers :x: No secrets, easter eggs, or map intrigue.
Progressors :x: No upgrades, ranks, or visible mastery path.

Add just ONE good system for each of these and you explode replay value.


Final Call — Vegeta-Style Judgment

Right now, YEET BATTLES is a training bot. Barely fighting back, no strategy, no glory.

You’ve got a good premise, but you’re coasting. Wake up! This is the Roblox Tournament of Power, and you’re fighting against 5,000 other games for attention spans shorter than Krillin’s win streak.


Your Next Missions (Do These or Get YEETED):

  1. Add AI Solo Mode with actual challenge scaling.
  2. Buff Progression with unlockables and visible stat growth.
  3. Juice the Combat – sounds, camera shakes, hit FX, announcer kills.
  4. Fix Throw Spam – cooldowns, stamina, or throw clash mechanics.
  5. Tutorial or Intro Round – no player should spawn confused.
  6. Short-Term Goals – daily missions, “Get 3 KO’s to unlock X”, etc.

Want tier-list breakdowns, game UX teardown, or competitive game loop design doc help? Say the word.

Until then: train harder. YEET STRONGER.

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:warning: Your Game is a Clone — Abandon Production Immediately

Literally your competition:

After a basic market sweep, the truth is crystal clear:

YEET BATTLES is a retextured clone of a genre that’s already dominated.

You’ve built what’s essentially a slap battles knockoff with meme-styled dressing. Players aren’t fooled by a gimmick — they recognize gameplay systems, not surface-level themes.


:video_game: I Played Slap Battles. It’s Flat-Out Better.

Let’s compare your game to the king of the genre:

Slap Battles Has:

  • Strategic depth (slap timing, counters, zone control)
  • Immediate and long-term progression (glove unlocks, badges, secret gloves)
  • Differentiated gameplay per item (gloves radically change playstyle)
  • Robust audio + visual polish
  • Recognition, playerbase, and recommendation power

You have:

  • Basic yeet mechanic
  • Shallow AI
  • No meta, no real goals, no replay drive

That’s not competition. That’s a tutorial level next to a boss fight.


:chart_with_downwards_trend: Your Genre is Oversaturated

  • Everyone’s making goofy brawlers now.
  • Everyone thinks physics + memes = hit game.
  • They’re all wrong.

The audience has already chosen their king — and you’re not it.

Unless you’re delivering:

  • A radically new mechanic
  • A gameplay system never seen before
  • A stronger feedback loop than Slap Battles

…then you’re just background noise in an overcrowded space.


:brain: Take This As a Critical Learning Opportunity

This isn’t about effort. If you’re new to scripting — props. Your work shows technical talent. But game design isn’t just about building things that run. It’s about building things that matter.

Learn these lessons now or waste months later:

  • Players don’t reward effort. They reward novelty, quality, or dominance.
  • A polished clone is still a clone.
  • Market position beats technical quality if nobody plays your game.

:stop_sign: Harsh Truth: No One Will Play This Long-Term

  • You have no unique hook.
  • You’re up against a better, established rival.
  • You’re asking players to leave an S-tier game for a B-tier copy.

You don’t need more polish. You need a new idea.


:white_check_mark: What You Should Do Instead:

  • Study Slap Battles’ systems in depth.
  • Learn what makes progression meaningful and challenges satisfying.
  • Prototype new mechanics — not just retextures.
  • Use this project as a stepping stone to something bolder.

You’re capable. But this game won’t take you where you want to go.

Quit while you’re ahead. and come back smarter.