[FEEDBACK REQUEST] Zen Blade Rivals – Looking for Gameplay & UX Feedback

Hey developers, I’ve recently released a new project called Zen Blade Rivals, a fast‑paced katana duelling arena focused on precision, timing, and clean combat flow. I’m looking for honest, constructive feedback to help shape the next update.

:fire: About the Experience

Zen Blade Rivals is built around skill‑based katana duels, where every strike, dodge, and counter matters. The goal is to create a smooth, readable combat system that rewards focus and discipline. (Description visible on the experience page: )

:memo: What I’d Like Feedback On

  • Combat feel – hit detection, timing, movement, readability
  • Animations & responsiveness – does the combat feel smooth or stiff
  • Map layout – clarity, spacing, visibility, spawn flow
  • UI/UX – menus, clarity, onboarding, readability
  • Difficulty curve – too easy, too punishing, or balanced
  • Performance – FPS drops, lag spikes, or physics issues
  • General first impressions – does the game feel polished, fun, or missing something

:bar_chart: Current Stats

  • Genre: Action / Battlegrounds & Fighting
  • Server Size: 4 players
  • Maturity Rating: Mild Violence (16+)

:bullseye: My Current Goals

  • Improve combat responsiveness
  • Add more duel arenas
  • Introduce progression or ranking
  • Polish VFX/SFX for clarity
  • Expand badges and challenges

:link: Play the Experience

RTX lighting and full map upgrades are currently in development. The game won’t look this plain for long — a major visual overhaul is coming soon.

Frequent updates are live! Make sure to hop in daily with your friends — your activity helps the game grow.

Cool game, a little more simplistic than I was expecting considering your initial post. One thing i noticed is there needs to be more hit feedback. You could add a screen shake for both the hitter and the hittee (?). Maybe also a damage number pop up would be nice. I didnt see a way to dodge and i didn’t notice any countering. The UI was fine imo

i can Do screen shake but not dodge or numbers due to first numbers dont feel clean and dodging just jump or walk backwards or something

Hey everyone! Just a quick note to say that I’m really looking forward to hearing your thoughts on Zen Blade Rivals. I truly appreciate everyone who takes a bit of time to check it out. If you’ve had a chance to play but haven’t had the time to share your feedback yet, even a quick note about what you liked or what could be improved would mean a lot. Your input is super valuable and helps shape the game. Thanks a bunch!

New melees coming soon — and hopefully a batch of fixes alongside them. I’m pushing updates as fast as possible so the combat feels smoother and more fun overall.

NEW WEAPONS OUT NOW — AND A BRAND‑NEW SHOP!

The arena just got a massive upgrade. New weapons are officially live, and you can now unlock gear through our new in‑game shop system.

What’s new:

  • :shopping_cart: Brand‑new Shop UI
  • :crossed_swords: New Weapons available right now
  • :money_bag: Earn coins per kill and spend them on gear
  • :wrench: More items coming soon

Jump in, test the new weapons, and start building your loadout.

Correct me if I’m wrong: I’m feeling AI vibes here.

It’s not necessarily a bad thing :slightly_smiling_face:.

Anyways, here’s my feedback:

I like the name “Zen Blade Rivals”, I looked at the name and instantly thought flowers, and Japanese. I like how you leaned into that with the maps and music, maybe do it even more. For instance, samurai clothing that moves around when you move, or even make the UI Japanese styled or something. It needs to feel more like the name. You don’t have to make all that at once, but over the period of making this game, you’ll need a lot of “immersive” work: Lighting, atmosphere, blah blah blah.

Number 2: The movement could be improved. It feels like the default Roblox movement. Make it feel, like a samurai moving. Maybe the naruto run, or the Assassins creed run, or even just the Roblox ninja animations. It feels like the default animations right now.

Finally: I think you should try lean into HEAVY swords. The sword is too thin, timing and discipline are more fun and challenging, with HUGE swings. Make the sword feel heavy, its size, the character’s animations. Whatever adds that “This is a really big sword” weight. Look at difficult games like Dark Souls.

I think this directly contributes to your goal of improving combat responsiveness. Keep going!

Thank you!! Number 2 movement isnt supposed to feel ninjarey/narouto vibes due to its too much its a roblox arena game
and heavy swords are coming soon bigger looking weapons and strong looking do more damage

Thanks alot hope to get more feedback

New Monetization Update Out now Who wanna play it with me

Tried to play, but couldn’t because waiting for players, maybe add some bots.

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mmm good idea but it would take a while to perfection