Little summary of my thoughts. They aren’t really in an organized/consistent manner, so if I’m jumping around too much I apologize. I usually have a lot of thoughts that go on at the same time. Here’s the list:
1.) I didn’t see the little UI controls on the bottom-left side of my screen, I apologize. I use an ultrawide monitor with a resolution is 5120x1440, so it wasn’t immediately obvious to me as it would have been with other resolutions. I apologize for the confusion.
2.) As for the shift-lock issue, you have to manually turn on shift-lock through your Roblox menu in order to use it. This isn’t usually the case with most other combat-oriented games where you can just press CTRL or ALT to enable/disable shift-lock (or camera lock, whateveer you want to call it), but I digress.
3.) I also noticed that the game was about slapping players off of the map similar to those slapping games. I didn’t realize this initially, but I guess it does make a lot more sense now. I apologize for the confusion.
4.) most of my criticisms still stand for the most part, despite everything. Everything just feels off and bland, and it’s very hard to describe what it is that’s throwing me off specifically. The lack of sprinting might be a huge contributor, but it might just be from the lack of sounds or VFX when you walk, jump or double jump. It’s just the small things, I guess. Regardless, I digress.
5.) I’m not criticizing the combat because I personally haven’t been able to test it out yet. This was probably the source of some of my initial misinterpretations. It wasn’t immediately obvious to me personally, but that could just be me being unobservant and/or ignorant. I apologize for the confusion.
6.) I’m aware that there’s a few games that are incredibly barebones and basic in this genre that are still super popular. Initially, I thought you were aiming towards making a game similar to popular ones like “The Strongest Battlegrounds” where class gameplay and combat styles are important, but now that I (mostly, hopefully) understand the full context, I can say almost confidently that they’re only popular like that because they’re either much older and already have an established dedicated community, they’re oriented towards the current trends, or they are part of a larger group with multiple established/popular games.
7.) At the end of the day, your game not gaining traction is probably due to the fact that there’s no eyes on it. No one is seeing your game, (even if you spent a lot of Robux advertising it to be on the main page), and that’s only because people have a very specific branch of games they like to play, and it’s because they’re familiar with them. You need to diversify/strategize your advertising. this is commonly done by first building a community WHILE you’re making the game, (commonly done on platforms such as Discord where you intentionally draw out development and post teasers/host testing sessions every once in a while to give your community time to grow and gain interest), but since your game is already done, the best advice I can give you is to try and branch out your advertising. Make funny Tiktok or Instagram videos relative to the current trends, invite your friends and tell them to invite THEIR friends, advertise in different social media servers like Discord- anything to try and help gain traction and develop focus towards your game. it’s completely up to YOU to get your game going.
By the way, despite all of my criticism, I do genuinely think your game has decent potential. It just needs a few makeovers and some QoL changes- but otherwise, keep it up. No one’s game is good their first, second or third time around. It’s a gamble mostly, just make something that’s fun with a decent gameplay loop and hope to get lucky.