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
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!
If you are sponsoring, the biggest thing that matters is the icon as that is what will get the players to click on the sponsorship. Your icon isn’t the best, you can improve it by not making the icon just the game name as it is plain and doesn’t seem fun. Maybe focus the icon on something that the players have to do in-game.
Perhaps you didn’t see the updated icon, because we added extra things behind the text in the updated one.