I genuinely liked the overall aesthetic of the maps, especially the first two rooms (before shock). Only reason I docked a point is because the detailing on the rooms could be improved, but thats just nitpicking.
Gameplay (7/10):
I’m not sure if Shock Therapy was supposed to be playable, but I wasn’t able to get past it at all. The parkour is pretty simple and the last rotating piece is a bit too slow for my taste. Personally, I’d make the first parkour a bit longer and use the soundtrack to emphasize pressure (which the clock ticks do well), while adding random shakes and explosions as the timer gets closer to 0.
Also, this is my opinion but I think the instructions should be on a UI or voiced over. The TVs are an awesome aesthetic but I think they should cosmetic on the side, with the UI being the main source of information.
I suggest adding badges, gamepasses, and maybe some dev products. The game has an icon, but not a thumbnail. I’ve never played these type of games. A tutorial would be nice.
Hey! thanks for the reply and feedback! I will defiantly use them. Shock treatment was also intentionally broken because I have not finished that section yet.
Decided to donate and…
But seriously, this game has a massive amount of potential. Donated 15 robux.
My only complaints are:
The rate the game button in the lobby is a bit intrusive.
The donate board is still free-modely.
The TV text doesn’t glow. I forgot what specific surfacegui property manages that, but definitely play around with it a little.
I also got softlocked at the beginning of the event named “Shock Treatment.” Or maybe I was just impatient, but after a minute of being anchored to the table nothing happened.
The first person feels a little strange, maybe give an option to increase or decreased FOV and the camera shake. The ambient shaking was also a bit extreme. If it’s possible maybe add some directional camera tilt, since I feel like your movement receives little visual feedback.
This is more of a gameplay nitpick for me, but the character just feels slow. For example on the first half of Clocktower I was slamming myself into the rotating cylinder for half of the timer, repeatedly bouncing on it and going nowhere, since I couldn’t get enough momentum to actually get on top of it in order to then be at the mercy of its spinning.
The graphics overall feel rather bright for the environment and aesthetic, I recommend some depth of field or lower ambient lighting, since stuff far away from any artificial lights feels strangely bright.