Locket - Leave your mark! [FEEDBACK]

Hi! i just released a game called Locket :locked:, it’s one of those game where you can leave you mark and it stays there forever!

Gameplay:

  1. Grab a friend :man_gesturing_ok: (must be friends on roblox)
  2. Send them a request :white_check_mark:
  3. If they accept it, customize your lock :paintbrush:
  4. Lock it! :locked:

Features:

  1. Never ending world - the map is inspired by the Golden Gate Bridge, it goes on forever!

  2. View other people’s locks - hover over a lock to see who placed it and when!

  3. Customizable locks - you can choose from every roblox Font and BrickColor, as well as some preset skins!

Looking forward to your feedback!!

3 Likes

Ok so, I’ll start with what I think is the most important thing. Am I missing something, or can you ONLY get locks by paying robux?? Locking your entire gameplay concept behind a paywall in a “free access” game I find slightly ridiculous. If there is some other way to get locks, make that clearer, but I looked around and couldn’t find one.

I would recommend: give players 3 locks for free, +1 lock for every 15 minutes of playtime, and a special lock every 3 hours of gameplay or so. You can even make it a daily rewards system idk. You can keep some lock types behind paywalls, but not locks as a whole.

Other stuff that would be nice imo:

  1. Make it so you can swim in the water below the river, or if you don’t want that then make it a teleporter that puts you back on the bridge. The falling into the void and dying feels a bit clunky.

  2. Give all players some kind of basic vehicle (a bike or a skateboard). This isn’t an issue now, but if your game becomes popular the main bridge will become very full of locks, so you will want players to be able to travel further to place theirs. You can also add better vehicles behind a paywall/rewarded for some amount of playtime. As the game grows you may also want to think of a basic distance/co-ordinate system too so that players can remember where they left their locks.

Otherwise, I actually really like the concept. It’s clean, simple and quite well-made. One you make it at least somewhat f2p I would recommend uploading some tiktoks about it. This definitely feels like the sort of trend game that would do well on there.

1 Like

thanks for the feedback!!!

the reason it costs robux is because datastores are limited to 4mb, if they were free someone could just spam them until it reaches max and people can no longer place them

if you also meant like how you would place them, you need a friend to send a request to, then you would be prompted with a gui

there are both great ideas! ill definitely add them

As far as I’m aware the 4MB is the cap per key. You’re able to use basically infinite keys so running out of space on a DataStore isn’t really possible, provided you don’t stick all of your game’s data on a fixed amount of keys. That’s also how games like grow a garden can store the data of millions and millions of players. Your only issue will be how often you save data as there are rate limits for that, but with proper optimisation you should be absolutely fine.

Also, provided you keep initial locks given to each player low and make them relatively hard to get, spamming will only be possible by extremely dedicated botters.

everything is stored in one key, if i stored each one in a different key it would fail to get all of them because it would reach them limit

I really liked the game, could be good for roblox’s dating feature coming soon :sob:

1 Like

Could you not store the data based on the segment of the bridge it’s on, with a key to each segment. This would just be an extention of whatever system you have that makes the bridge infinite, so as more of the bridge is loaded it loads the relevant keys (corresponding to those segments) and displays all of the relevant locks. You’d have less than 4MB of data per segment, infinite segments, infinite locks : ) only loading the ones that players are actually near. Anyway none of this I’ve tested personally but I’m almost positive there’s a way around your lock cap issues.

this was my first thought when i saw your reply, but you can move pretty fast between chunks and this could again lead to a rate limit reach of api calls

i also have to use RemoteFunctions to get the datastores so this could slow it down too

Could you do 1 key per several chunks (like macro-chunks)? How many locks can you store the data of in 1 key?

about 47k in one key, but the chunks update every time you enter a new one (which would make it so the locks would update too), theres always like 7 chunks visible so the bridge looks like it doesnt end

47k is a fair bit that you can squeeze out of a single request, I think the macro-chunk thing could work. I’m aware i’m flooding your thread a bit lol, if you’d like to discuss this more feel free to add + dm me on discord (Leviikori)

im sure there are way better ways to do this but tbh i really wouldnt wanna make it free, i got the idea to make the game from this game - a dream youve had before
they charge robux to place a note so i figured i might as well do it too :coefficients:

well alright, that’s up to you. good luck : )