This has been 5 (nearly 6) months in the making, and I believe that through testing I have done a pretty decent job at refining it, but that was feedback gained with a very small test group, so I’d like to ask you people of the Dev Forums to just give it a shot, no pun intended.
If you’d like to know what to expect, its a fast-paced movement focused shooter. You can slide, you have a jetpack and you can go fast if you know what you’re doing.
It has a fully custom gun system (No FE gun kit or anything like it), all UI is made by me and maps are made by my friend.
What am I looking for?
I’d like feedback on the following:
UI design
Gameplay
General feel of the gun system
General feel on the movement system
Viewmodel animation feedback (I’m a beginner don’t be too harsh)
Performance (Framerate, ping etc)
Are the maps good to play on?
And some questions for you:
Should keep (optionally) dragging new players away to the Firing Range to learn mechanics?
Should I change how the gun UI is scaled? (change it from offset to scale)
Should I lower the prices of the developer products?
Should I lower or raise the prices in the shop?
Should I lower the rewards for getting badges?
Is the games description too over stimulating and/or large?
I’d really love to completely iron out mechanics and ensure everyone can actually enjoy the game before sponsoring, so any amount of feedback is invaluable.
I like it! Its a fast pased shooter with cool mechanics that i’ve not really seen anywhere else. The tutorial is simple and i was able to understand the control within minutes, good job on that lol
The UI desing is nice, those strick colours fit the game well in my opinion. Its design also is not confusing and you can find all the info you need in seconds.
Gameplay feels nice, although the launch distance of your jetpack can be kind of large and I can already predict people spamming this ability, no idea if thats good or bad tho lol. It kind of reminds me of Rivals, but Jetstrike is more arcade.
Gun system is comfortable, so are the grenades.
Movement system is also very fun to play with, it requires you to constantly look around to find out whether has someone jetpacked into your back or not.
Animations are very well made, although the reload animation plays even when your ammo is full.
The game seems pretty optimised, my FPS was higher than i expected.
I’d only make the maps a bit bigger, in all other aspects they are nice.
Answering the questions:
Yes, you definitely should keep dragging the newcomers to the firing range so they understand how everything works and maybe learn some tips.
I think that the gun UI is good the way it is.
Maybe making devproducts a bit cheaper will work better, considering not everyone spends robux on them since they dont want to lose like 60 robux on a 1 hour boost when they can spend extra time grinding.
The prices in the shop are fair in my opinion.
The badges’ rewards should be lowered just a bit to be perfect. Maybe add more badges by the way?
The game description is well written, not really much anything extra.
I would also suggest adding leans like in R6: Siege to make hiding behind an obstacle an option and it will just be an intersting addition.
The ability does have a 2 second cooldown, but you’re usually in the air for that long so it just cancels itself out, but the lack of a proper cooldown I’d say makes the movement much more fun and adds a lot more skill to staying alive in combat. Although I may be biased.
This is actually intentional!
There is a small, and I mean VERY small detail, where firing the gun ejects a casing, but reloading with more than 0 bullets in the magazine ejects the bullet itself, too!
Plus reloading can be cancelled at any time, so there’s no downside to being able to reload with a full mag.
Very glad to hear this from someone, since I added them I’ve been questioning if they were in need of a rework or not. I guess not.
The past month was dedicated to performance improvements, was painful but 100% worth it. Still need to test the game on a potato, though.
How much cheaper do you think?
I thought as much, and the game does actually have a few badges, I’m just cherry picking the more “fun” ones to add the the ingame list for rewards, but I do agree there has to be more badges. Any ideas?
I personally feel the game is a little too fast paced for this to be added, plus both the Q and E keys are already taken up, so I can’t think of any other good keys to use for such a mechanic.
Good to know that it does have a cooldown, but i think slightly increasing to like 3 seconds won’t hurt since you will still be able to move around rapidly but at the same time you won’t be able to run forever. Though, ill admit that it is indeed fun like it is right now and increasing the cooldown might be unnecesarry. I guess the only way to know for sure is to wait for more reviews and players
Wow, i didnt even notice that lol, it is a very nice detail, forget what i said, this HAS to stay
Maybe like 30 robux for an hour boost, currency prices seem fine to me
Maybe add some easter eggs around the map like they did in arsenal (also might add some secret obby just like they did) or some hard achievements like killing 2 players with a single shotgun shot. Maybe milestone achievements?
The game has a “hidden” ranking system (its only hidden bc only you can see your rank right now, and no ones hit level 25 yet)
As I said there, hitting level 25 will cause you to rank up, and of course there’s badges (and gun skins) for each rank.
There’s a bit more to the system though, as for each tier theres 3 sub tiers.
Bronze 1, Bronze 2 and Bronze 3, etc. Go through all of the sub tiers to reach the next tier.
Gotcha, I’ll adjust the prices.
Agreed. If it gets to the point where its plain unfair, I’ll nerf it. I already plan to slightly, I’m tossing up whether I should make certain guns change how far you go when boosting, so heavier guns (shotguns, snipers etc) would nerf it a lot while lighter guns (pistols, smgs etc) would be similar to what it is now.
Wow thats really nice! But I also meant milestones in kills or maybe wins, also might add an achievement for winning a round while using secondary weapon only.
Thats a nice idea, that would make the game more interesting and there would a point in switching to your secondary.
Speaking of secondaries, did you think about melees? They would be super annoying and maybe fun to roam with in this game
It was brought up a few times a few months ago, but in testing (we set gun range to tiny values) it was almost impossible to actually get within melee distance of other players. The movement simply wouldn’t allow for it.