I am looking for some feedback on my SCP-087-B game, which is heavily inspired by Joonas Rikkonen’s very own SCP-087-B game, which was considered to be the stepping stone to SCP:CB.
Over the past 2 weeks, me and another developer took it upon ourselves to try and re-create this game in Roblox. And while the game is not 100% complete (That mostly being the entities that is not done), I am posting this to try and gather some ideas, and stuff for the future.
Other Info:
Badges are NOT implemented.
Entities are NOT implemented.
Game Link:
I am looking for any kind of feedback, wether it be criticism or praise!
Firstly, the static is very bright on the top few floors before you go down into the darker levels which can be distracting at times, maybe increase the transparency and as its meant to be from a camera perspective add some other things like a fake battery ui in the top corner or a frame. Or an alternative would be to scrap the flashlight and intergrate and use the camera as a tool for providing light which can be toggled on and off.
I think the overall building is good although doesn’t have much geometry in it. I’ve seen the original 087 and I get that you’re trying to match it there so in that case its well executed. I guess there’s not much you can do to change it while keeping the style constant but some wall details such as pipes or missing bricks could be interesting
This is probably an important thing but I didn’t understand the purpose of the radio or flashlight. The radio has a counter which seems to increase by 1 whenever I walk 1 stud. Was this meant to indicate how far down the player was? It didn’t make much sense to me as it would still increase even if walking in a straight line on a flat path. I know in the original 087 post that flashlights don’t have a very large area of effect but its not aligned to the centre of the screen so no matter what it proves useless at lighting the path ahead. Another bug I noticed is that there’s issues where light comes in through some corners, but you can easily fix that by setting the time to 0 in lighting.
I also had some other questions about things I didn’t understand. Does the flashlight battery eventually run out or is that just for decoration purposes and are the floors randomly generated from premade segments put together or is it the same build and scripted events each time?
I really like the small details you and your team has put in such as the breath particles every few seconds and despite me not even going very far, It was still pretty terrifying (I’ve only just noticed that you said there’s no entities yet although still the environment is great). Overall I think its a great start to the game and if you continue to work on it I’m sure it can become successful.
And sorry that this is such a long message, I just wanted to provide as much feedback as possible to assist your team. If you want, message me and I’ll make you some meshes for the radio and flashlight for free.
Yes, the map is randomly generated, and when they are implemented, all events will be randomized
I see the reasoning behind your suggestion on the flashlight, and it has been taken into account.
Yes, the flashlight battery does run out, I just had it set to debug mode accidentally in where it would never run out.
The radio was just a simple idea that I had that didn’t really work out, I had plans to remove it, I just completely spaced it and forgot.
And as a question, what did you think of the sliding wall effect that occurs on floor 6, should it be changed, removed entirely, or should it stay the same?
I think its good as its from the original game, although for the first few floors I thought the maze had already started and that the lighting was just really bright. It might also confuse new players if they see the wall and don’t approach it, thinking its a dead end. I think if you added some way to show it, maybe like a metal door instead or some pipes/cables or something leading into the door would show that its a key point in the maze.