Hey so right now I have paid 3k to advertise my game and it’s going fine the only problem being that for some reason people are disliking , my game (as I know) has no major bugs, no pay to win, or anything that I know I also shared with a lot of friends who told me that the game is good, and even posted on this forum about it and the reviews where good, but for some reason people are disliking it, is it because of the difficulty?
Difficulty is a factor for sure, especially for obby games. I’ll quote my reply to a similar post:
I wish people didn’t dislike because they fell or died or whatever, but I get it. Imagine spending 30 minutes playing an obby game just to fall on one thing and have to start all over again. Something you can do to combat dislikes is making it so death isn’t such a big issue. Change the game design behind ‘death’ or failing. Instead of killing the player, teleport them so they get back into the action quickly.
More importantly though: have checkpoints. That quality of life improvement makes it so players don’t have to replay a bunch of stuff. Spacing out checkpoints can be tricky. I also recommend communicating when the player died, what they died to, and telling the player that they haven’t lost a ton of progress.
Edit: the game does have checkpoints, so that’s good.
Another note on game design is teaching the player a mechanic in a safe environment (where they can’t die while interacting with it). For example, for the first part of a game, instead of having a pit-fall or no floor, put a floor under the obstacles so if the player misses the platform, then they don’t die. Allowing the player to make mistakes, and teaching them that it’s okay to do that, can go a long way. I think the Horror game on Roblox called Doors does this well.
Edit: the info from the reply is more general. I will make a reply with info specific to your game after playing.
Honestly, I think the biggest reason is the difficulty. For the life of me I cannot get past stage 18.
There are checkpoints which make things a whole lot easier, or more forgiving. The teleport mechanic can be difficult to get a grasp of for sure. I’m not sure how best to communicate the mechanic other than what is already there. There does appear to be data saving, which is amazing also!
The timing of these platforms are quite challenging. I’d reduce the wait time between the blocks fading out/in:
I’m not sure if you are already using this, but for platforming games adding BufferTime and CoyoteTime helps players feel like they are better in control of their movements/jumping ability: Coyote time and Jump Buffer for platformer games
Minor thing: I think the signs like this could be more readable if the text was white opposed to black:
While this arrow helps, I think a physical arrow mesh/sign would be more eye-catching:
I’d keep what’s already there and add a sign somewhere near the side.
I recorded myself playing the game. I hope that watching someone else play the game can help you see where players get stuck. I’ve found that helpful for me. When I play my own games, it can be easy because I know everything about it, I made it after all. So, that makes it challenging to know how generally difficult it is for players. A rule of thumb is that if it’s hard for you -the developer- then it’s probably way too hard for the players.
I played the game, I noticed that most players couldn’t get over the obstacle to the house (where different buttons have to be pressed to get over the planks), maybe the players also pay attention to the GUI design, I have created a few design ideas for you, if you want you can incorporate them (you can use them freely). Otherwise the game is great and it’s fun to play
stage 13 and 14 with the disappearing platforms are really annoying lol, you need to give a bit more leeway with those stages i could find children rage quitting and disliking your game because of those stages lol. Otherwise, your game has a fun mechanic and the death effects are cool, the particles and other details are also very nice