I’ve worked 3 years on an Assym game which I just made public yesterday. I wanted to test the Ad system by spending 30 bucks over 1 day to see how it will look when I’ll be doing $100 a day for the big release. Welp things didnt happen as expected, I see players leaving after 2 seconds only even though the game is almost bug-less.
When players first join, it’s a bit overwhelming for the new players since the daily rewards need to be closed by a button you find on the corners of the screen, same with the achievement or level up sound, it sounds like a (I forgot the name) Juga’s ability, a lot of the art is ai generated, and the generators take waaayy too long to finish. But aside from all of that, it’s good. The players who join and leave after 2 seconds don’t know what to do since there is so much ui to look at when you join. So consider fixing all these problems, and maybe players would stay a bit longer.
you have to remember that most players have a low attention span and are seeking for instant fun. also, the ui in general is a bit overwhelming and confusing, so work on that.
the gameplay itself in my opinion is pretty fun, especially when i was the juggernaut. however, it may be a bit difficult and take time to understand and learn. when players join, they should be PLAYING, not LEARNING how to play.
its fine to be inspired by other creations, but one thing to note is that this game is a bit too similiar to forsaken, and not many people would like to play a copy of an already existing game.
also forgot to mention that the default audio is a bit too loud, and ai generated stuff makes ur game look cheap.
overall i think the game itself is very well made with amazing audio and models and would love to this become successful. you just need to keep player retention and experience in mind. remember, players care usually care about the experience more than the gameplay mechanics.
Agreed with the other 2 people on here, it’s a bit overwhelming joining at first. Nobody wants to join a game just to read like 200 words of a tutorial. I would also refrain from showing the daily reward automatically, and not show the initial welcome achievement until after everything is off your screen.
The UI is difficult to read. The font you chose + the low contrast isn’t great. You’ll lose a lot of your non-English and younger audience with that.
The actual gameplay is quite fun. I would add indicators of where the last generator is, like a brief highlight maybe, when 4/5 are complete. It was too hard to find the last one in the given time.
I really like the Piano Tiles style of minigame, that was actually super fun, you’re onto something there. But you should make it more obvious which one can be pressed (the bottom one).
I didn’t try it on mobile. If you haven’t done any special scaling or changes for mobile, I would assume it feels quite bad there with the default controls and UI scaling. Mobile/tablet is over 80% of players on Roblox - so you will want to make your UI and controls fit well. Do a LOT of testing on mobile.
I played it on my phone and it’s a bit annoying that the effects cover the right side (that’s where the buttons are).
The animations are very simple
The contrast in the drawings is very high; I can barely see what each one is.
The generator minigames are a bit slow, meaning the bar fills up very slowly.
The lobby looks like forsaken lobby.
There are things to improve, but you’ve made good progress, I hope you keep it up
Thanks for your feedbacks, I’ll fix the effects covering the buttons, for the generator minigame I’ll try to boost if you’re the only player repairing. We started development in 2023 so I’d say the lobby looking like forsaken is a coincidence as I got inspired by Survive the Night by Aurek Team.
also i forgot to say that the roblox ad system isn’t that reliable and not rlly worth dumping thousands of robux on. its better to get content creators to play ur game for recognition.
I updated the game adding an intuitive tutorial, some free rewards and direct spectating when joining a match, please let me know if you have any suggestions / bug reports, thanks <3
New tutorial is great. One thing I would suggest, just overall, is that the text is (still) a pain to read. You must consider non-English speakers, as well as younger players, which are a huge % of the Roblox playerbase. The font is particularly difficult, I think, but it’s also colour of the text too.
Harder to read = more friction = less people actually bother to continue. Doesn’t mean you have to lose the style though, just change it a bit.
But, yes, the tutorial is a huge improvement. Before doing more sponsoring, I’d seriously recommend including an onboarding funnel for your analytics (if you haven’t already) so you can see what % of people actually finish the tutorial (or what step they stop at). This way you can see how effective your advertising is going to be and make changes before you commit to a large ad spend.
Thanks alot for the feedback once again. I’ll add the funnel right away. For the text part, would you mind elaborate on the part which are critical to change and on those being ok to keep like that ?
These examples below are harder to read. It’s a dark background, with dark inner text. You’re basically reading the text stroke, in a sense - it’s just much harder to quickly read than the other example.
Much of your game is dark and gritty (which is cool and I like that), but the text is also fairly dark and you only can read the outlines. I’d maybe make the actual text brighter and the stroke darker instead, kind of inverting it. Or it might just look better if the text was bold, so there’s more inner space.
Alright, I’ll try to change it for important things but leave it for cosmetic ones. (For the “Conductor KSI” text on the player avatar its on purpose as the color changes with the achievement you equip , if you select another achievement you will see it looks very good with the gradient)
I remade some of the texts that were hard to read, added a prediction to hitbox in order to make them more accurate and fixed alot of bugs, however, I noticed a pretty heavy amount of dislike (and some death threats) in the past few days. I would really appreciate some other feedbacks or advises game design and marketing wise. Thanks alot of helping me