Personally, I might join this kind of game as a joke, if a friend recommended to me (which, going by the title, I’d assume was a joke) or if I was bored out of my mind and can’t find anything decent to do - which isn’t likely, as I’m slowly stacking up hours of things I’ve left unfinished. No offence.
Upon actually joining, I didn’t notice that their was a step counter till I thought "Hey, how do I know how many steps I’ve done?, where I proceeded to turn around and walk back. The position of the step counter isn’t the best of places, in my opinion, and isn’t the most noticeable thing, for me, it was hidden behind my hand when I was actually playing - though, I sit at an angle so I don’t know if that would be the same for others.
Upon walking up the stairs, I thought it was somewhat obvious that there stairs were being generated as you went along, as well as them being removed. To notice them being removed, it took a bit of zooming out, but to be added, I noticed that somewhat immediately without turning my camera and just having it face the back of my character.
After I noticed this, I figured that I should test whether your script registers walking backwards for both steps and the step generation - which is does for both. However, with the step generation, or degeneration, when walking backwards, it seems the “last” 1-3 steps become visible as “not there” when zooming out, with “last” really referring to the start.
With the step count being changeable for walking backwards (it goes up, don’t worry!
), while it would be good that you’re able to increase your steps if you choose to walk back to spawn (rather than die), a thought came to mind of just spam walking the first step, up and down whilst zooming in, as shift lock is disabled - which is good that you figured that out and set up a wait (or just set up a wait), though you still could just camp the first 2 steps, walking backwards and forwards, whether you want that or not, that’s your choice.
Also, whilst checking if the steps degenerated over time, I happened to walk off the platform and die. When you fall the height, the distance that needs to be traversed, even from spawn, is large enough for the spawn to be covered from view, so I suggest that you change the FallenPartDestroyHeight, and can even make a script so it registers the position of the last part the player touched and checks if the player is x+ studs under the y-axis’s position and then register that as a death, where x represents an integer, or number, such as 5 or 10.
You can also change the respawn time - pretty sure spawns have a setting for that now, and even if I’m mistaken, you can just make a script that checks whenever a player dies and then loads their character again.