Gameplay Feedback | Parkour Master Obby

Hello , I wanted to ask for some feedback for Parkour Master Obby.
a game that I and @911Psycho911 have made recently.

Parkour Master Obby is a hardcore game that uses a lot of parkour moves in an Obby gameplay

Note :
i still Haven’t finished in-game tutorial and the Screenshots
so i will leave a quick tutorial down here
Game Link :

Tutorial :

Follow Any Semi-transparent Part With
Know The Signs and it’s Specific Key

  • Signs :
    Green Arrow = Up Move = E For PC
    Yellow Circle = Mid Move = F For PC
    Red Arrow = Down Move = C For PC
    White Circle = Auto = no key Just walk to it
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The games questionable as there is absolutely no polishing and the movement mechanics are very bad. Like its an obby why do I start slow? Also the “abilities” are like super hard to use like even when I press the ability key at the right time my head still collides with the red lasers and I end em dying.

Overall 3/10

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You forgot to clear items owned, I can litteraly kill anyone I want

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do you mean the effects / UI - UX / Sounds ? or the Gameplay in general

the idea was to make the player keep moving without stopping to not slow down . you’ve got a point there. i will make it a fixed speed all times, thx for telling me

if you died , it means that you did not do it at the right time
it can be extra hard to make it at right move on phone
I will try to make it a little easier

thx for telling me

everything in general. The builds are not attractive the gui is not attractive the animations are well not too bad but still not too attractive. Though I do appreciate all the effort you put. Lets not forget the effort.

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Hi MrNoob,

I like the idea of enriching a saturated genre with parkour.
Only what you add must make the experience more meaningful.

Parkour is freedom and obby is risk/reward assessment of the shortest path (at least in a challenge context).

In this case the obby itself for me is very simple, not hardcore, what makes it hardcore, unfortunately, are the controls.
You can tell me that “you have to press the button at the right time”, yes, but you’re constraining a mechanic to work only at a precise instant, you’re not giving the player a way to make choices.

It quickly becomes frustrating and loses its appeal.

What I would advise you to do is to make the buttons always work, if you want, by only activating them after a certain checkpoint. So when I press (ButtonDown) do the slide, for example, all the time, even when you don’t need to, but at least let the player learn what timing is needed.

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The choices and the hardcore part is when the player progress farther in the game.
The first 10 - 20 Levels is for the player to get the hung of the mechanic and know the right timing for the basic moves.
Where the mixed obstacles shows and that’s when the Hardcore part comes to play you will need to combine your moves and have a good control over the game mechanic and a fast time reaction to overcome the hardcoreovercome levels.

it’s a greet advice to focus more on the game difficulty and not the controls difficulty.
But the problem i’m facing is that every key have more than 1 move connected to it and there will be a lot more moves in the future.
and it will be a lot harder for me to know what move the player is trying to preform

I’m very thankful for your thoughtful feedback , I will think more about what you said and how to implement it in the game with more polishing .

In my opinion, the player will not be able to familiarise himself with the mechanics if in the ‘training’ period he does not have the opportunity to use them arbitrarily, but only at a specific time.
I understand that you want the player to understand when it is necessary to use a certain move, but for that the green line you put is enough, if you block the input you are not helping the player.

I hope you can find a solution, because I understand the enthusiasm, but just because you’re putting effort into it and the idea is interesting, I’m sorry it gets frustrating before you even get to the hardcore juice.

The overlapping of actions on the same keys is really complicated for you, but also for the user, who will learn that like the E is for ducking but then you’ll say “no, the E is also for… I don’t know, swimming” and the player there will feel lost, trust me.
Sure you can get around the problem a bit, but it’s still bad, forcing the input to a certain ‘type’ of action, for example if there’s a slide to be done and the same ‘E’ input allows like swimming and the obstacle is a pool of water, make the ‘E’ at that point only do swimming, but the player has to be able to press it all the time and before then maybe he’ll do a slide.

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