Is this too many weapons?

I have created 108 weapons for my fantasy game this is the count of the basic weapons. Not counting secret weapons. The rarities for the weapons are common, rare, legendary, and unique. After this I will make all the fighting styles which should be around 50 or so. Then I will need to make more quests, and figure out how each one will be obtained. If anyone wants some names and descriptions I can gladly give them for you to review I will try to get through modelling all of these and adding images. Any advice is appreciated. Thank you.

Link to the doc of information (Contains Weapons and Fighting Styles): Roblox Game - Google Docs

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First question should be, do you have an automated way to add those items to datastores and UI (Assuming you use UI to equip the swords)

I plan to make simple saving system but right now I am focusing on models for the map and items.

108 weapons is a lot but sometimes that might be what a game needs. There are some games with like massive varieties And those types of games are endless and might attract more players to that game but it depends what kind of traction you are looking for.

I want a vast adventure game like Blox Fruits but I want it to have more diversity which blox fruits is missing and be more focused on uncovering secrets and adventuring.

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Sounds Cool! If that’s the kind of traction you are looking for it fits well. Good luck in your game!

i’ve got about 50 guns (excluding admin fun weapons) and 30 or so melees, as well as 20 or so utility items (about 100 in total, give or take some), and it’s perfectly fine for you to have a lot of weapons, especially in a fantasy settings

I mean well, there’s more weapons on this game. If you want to go count, be my guest, but yeah there’s really never enough. More variants is always welcome.

If its just a combat game and not an rpg though, maybe don’t have rng/luck a factor to being able to kill people. Just let people use whatever and balance everything well.

But yeah, about that link, this is about half of the FIRST PAGE.


(98 different swords in that one screenshot)

Although it is worth noting, depending on how progression works, if you’re going to be replacing items very quickly, I’d reduce the amount of items significantly so everythings more memorable than it would be otherwise.

So is 108 too much? Not even close.

Heres and idea I didn’t steal from my listed example because I enjoy that game, for each “milestone” in progression, have a shop that sells starter gear for that point, anything else could be obtained through other means, like quests, enemy drops, etc.
If you’re going to do mob drops though, you have to find a good mix of too rare and too common. At most, 1/1000 I’d say.

I haven’t played Blox Fruits but I’ve only heard negative things about it. If you’re attempting to make an RPG or MMORPG, the least you can do is to take inspiration from a good source, although this is roblox we’re talking about so throw out making a good game you gotta make whatever the dumb kiddies are gonna “play”.

I want to play more into the exploration aspect than blox fruits but what I mean is bloxfruits in the end game where you actually can explore and enjoy it. From mid game it becomes a grind which I want to avoid by adding more quest that entail exploration.

Can you list some games that have an active explorations aspect for reference.