What my requests are in a more professional nutshell.
Mhm, except one more thingā¦
And I am just realizing as I read through my response. This game is for a younger demographic of 8 to 12, so the entire build and design should be made with that in mind.
Yep, what i was trying to say.
The average Roblox players are 8-12 years old. The game needs a lot of work.
UI: 2/10
Builds: 4/10
Compatibility: 10/10
Gameplay: 8/10
Tutorial: 6/10
I canāt play the game now, i am stuck at the opening of a box.
Glad to hear you like our compatability, its something we have worked really hard on.
I appreciate the rating and would personally rank it a bit lower, however what do you think could be improved about gameplay.
We have quite a few improvements already scripted just waiting for the next update, ill be sure to update the thread when they are released.
Currently in the process of having all our maps remade in addition to the lobby, this should help a lot.
This is an awkward one, in terms of style its hard to change since its made to fit with the lobby and anything more colourful would fall out of theme, however in our next update its a lot more dynamic (button animations, transition anims, better icons etc.) so this should help.
At the heart of all of these posts what remains unspoken but grasped is that your game doesnāt feel like a professional game YET. It feels homemade and almost half-baked, and if you want your game to grow a lot, it is more likely to do so if you professionally develop and optimize each aspect.
Given that your game demographic is probably 8-11 (or 12) year olds (remember a lot of people lie on their age when making an account, so player age stats arenāt totally accurate, depend on logic for an approximation), you need to create a game that appeals to specifically them. How I would respond (but you can of course do what you see is best, this is just a suggestion based on psychology):
This means low-poly builds all around. It means that these low-poly builds should be colored, not overly detailed, and organized.
This means your UI should have purpose: divide it up that gameplay components are UI-based and EXTREMELY organized, and make sure that you only have one simple, easy way to start a match, start a quest, and equip āskillsā or items, etc. The UI should be simple, rounded, and colored. The UI should be quick to use, easy to see, and the animations should be shortened.
Physically in the lobby should be shop items, leaderboards, etc. The UI should not include a shop, unless itās really well integrated and simple.
It also means you should add in features different from Clash Royale to differentiate your game and have a unique standing in the community for yourself.
I know some of this is repetitive, I just thought I might as well sum up what @Darkzonian and I said in previous posts into actions and steps. What I find extremely helpful is coming up with a game design concept, and this goes for any games you make and updates you want to make to an existing game.
Hereās a great source document that you can edit/ model off of to plan out your development:
And lastly, TESTING is key. You are growing a player base with all these concurrent players as of writing this. Ask testers once you make a new version/ update what is good and what is bad about your changes. If something is the general consensus among testers, then you should seriously consider changing your game to fit what they say, and also change other parts that are similar.
I apologize if this came off as harsh. Your game is great at heart, it just needs a bit of makeover.
Remember to mark a solution if you found any of the posts from anyone particularly helpful. Good luck!