I need feedback for a major part of my adventure game

Hello! I am working on a game currently and because death and tragedy is a big part of it, I want to put a spin on it rather that just respawning in a couple seconds. The link below is only the death part, you have to touch the monolith to die, follow the path in “Hell” to get to the end, and touch the other monolith to teleport back to “the living world”. Any feedback would be great, I am going to change the pictures and sounds later, I just needed some temporary assets. I know that the paper is offset, I have tried but as I said, these are temporary.

Adventure Game Experiments - Roblox

Thank you for reading and have a good day! :slight_smile:

3 Likes

It looks pretty good so far! The gui moves a bit slow though, and it should take up more of the screen (which i can tell you’ve picked up on), plus, the “Start The Walk” button should stand out more, since it’s hard to tell if it’s a button or not. The walk back to the living world is a bit muddy but it’s pretty cool too. On return to the living world, a nice touch would to add a little phasing sfx, particle effect, and screen shake. This is all merely suggestions, however, and you can take this as you like. Overall doing pretty well so far! GG

2 Likes

Hey, I like the idea of the game so far. There’s just a couple things I noticed as I was playing through the game.

  • The first time after dying, I encountered a bug that displayed both the death menus, however, didn’t teleport me to “Hell”. It was not till I walked up to the stone a second time and died that it worked. Not sure what happened there.
  • I noticed that because of the saturation of “Hell”, that it was a little difficult to find my way around to the end that would eventually lead me to escape. Probably just my bad sense of direction, lol. Perhaps you could add a light or some sort, even what might look like an angel of some sort was guiding you seeing as this game heavily emphasizes on death.
  • I also thought that in “Hell”, you could perhaps make it a little bit darker as it looked like it was daytime in a sense because of the light grey colour the build was giving off.
  • On top of that, I would have found it fitting to see what looked like to be ghosts to float around rather than hovering in the same spot.
  • On a similar note, if you perhaps have a time based system or something similar that if you didn’t make it to the end, you would be stuck permanently in “Hell”.

There were other elements that I tried not to repeat as @piratelondon had already mentioned them. That being the GUIs appearing and disappearing a slower rate than what is preferred, taking up too little of the screen, etc.

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I wouldn’t call it an adventure game yet, at all. You literally touch a stone without context, and just die. Then you receive a goal. But then what. The second part is either incomplete or doesn’t explain how to do it. Other than that, as a concept it could be good.

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I’m not one to comment as this is not my build but from the looks of it, this isn’t an adventure game, however a part of what is going to be the actual game, like they do mention. Thus explaining why there is little to no context and content in the game so far.

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Thats why I said “Yet” because both the game is in development, and that “Part” its still having to be improved. But anyways, yeah.

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Make the UI centred, when you start the walk, tone down the blur straight away or within a second, it is really sore on the eyes.

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