How do I increase engagment and first impressions in my game?

I recommend putting all of these pics against a backdrop of some kind

I like the gameplay style seems pretty cool. For golems to be an actual danger, you need to utilize roblox’s pathfinding system. I also recommend that you test all of your UIs rigorously so that they all conform to scaling. I’d also try making the a camera shake feature when the monster is close.

The golem DOES use a pathfinding system, but it doesn’t seem to be working very well. :man_shrugging:

I thought it scaled fine on most devices, but perhaps I missed something.

To directly increase engagement, you need to try a daily reward system. I believe alvin blox has one. I noticed that you have badges. Unfortunately, badges are kind of a outdated system for achievements and gaining engagements, as you can’t really show it off. You want to have some UI that shows will show you how much you are completing each achievement, and I would recommend a reward at the end, like unlocking some xp or an exclusive shop item.

That’s kinda funny. We DO have daily rewards. Is it not presented well?

Yeah you will want to get on top of that as soon as possible, gameplay mechanics are top priority in most cases.

I recommend using the auto scale plugin as that will make sure you are scaling correctly across everything, read the dev forum info in the description.
regarding the UI, you need to try to have one theme for all, and make sure they all generally look the same, this will ensure uniformity and what to expect across everything. I also would say you need to utilize UI corners (very important) on all of your Uis, as well as UI gradients if that makes sense with the theme.

Yeah I didn’t see anything about a daily reward.

Like this UI looks different than the rest

Yes, I was aware of that one. Are there any others than that?

nevermind it was right in front of me

I believe the reason for that is everything seems condensed in the lobby.

There is a lot going on right here

Should things be more spread out? Or is it simply that you didn’t see it?

Yeah more spread out I would say, just my take.

Also this UI doesn’t seem to fit with the rest of it. With the sharp corners.

Ok, that’s a quick fix! I can do that right now.

With potions I would say that you should not use the roblox tool system. It is an old roblox system and looks better if you can equip it to your hand without needing that feature. There are some tutorials on custom tool equipping I believe. Another big feature I would try to implement is completely getting rid of the roblox grass. Either use the 2022 materials, or make it smooth plastic green. It will go along way to looking like a professional game.

Also, if i may ask, what are the 2022 materials?

(I can’t really tell the difference)

Its a setting I believe you can turn on in the workspace

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this is coming from someone outside your (perceived) intended audience so take it with a grain of salt

It just seems like a simple game–too simple, perhaps. It reminds me of minigame games back in olden roblox days with some hints of modernity, but its clinging to a retro feel and isn’t my cup of tea nowadays.

that being said, more objective criticisms:

Golem being able to teleport right on top of a player is really annoying, its a bandaid solution to a greater underlying issue and I suspect it is why no one wants to continue playing after the first round (or rather the person affected by the teleport, steadily becoming every player since everyone will get a taste of this)

I also noticed the golem would lag, stop in place due to some sort of lag, then I would see the message, perhaps the ai code is in need of a rework?

The map images could use a re-screenshot, they do look pixelated. low priority though

In some instances like the loading screen, didn’t like how bright it was–like a flashbang for me (now that i rejoined, it fully loaded the image im not sure why but I saw a very neon pink, but in other instances in worldspace, it can be really bright and it has something to do with blur i believe)

Some additions:

Perhaps have power ups spawn occasionally on the map?

Add some intense sound (that emits from the golem) when the golem is close to client player, sort of like flee facility

perhaps add a chance for a player to be the seeker/golem? gamemode idea perhaps


I didn’t check anything else as I wasn’t totally interested but from someone’s screenshot here, I saw how really bright the skins’s images are, they are like flashbangs

Ultimately your game is like a minigame game, there needs to be more variety and less repetitiveness-- gamemodes are key here

I almost wanted to vote “Horrible game”. The only reason I didn’t is because I saw the efforts put into it. To answer your question, it would benefit from having no currencies at all, or premium perks, etc., and instead only show completion progress, fastest completion time on stages, or similar stats. Puzzle games should not have any sense of accumulative currency or items awarded from playing levels.

However, on a seperate note, this “game” is far more of a project than a game. If you treat it like a game, it will fail hopelessly. If you treat it as a personal project to share with others and something to test out interesting features on, you’ll find success.

Also, comments like this (most of the above comments) should be ignored.

Why would you recommend there be no currencies? I don’t see how they obstruct gameplay. Also, how is this more like a project than a game? Could you elaborate on that? Thank you!