So after playing a full match, I’ve got a ton of feedback. First I just have to say, I’m putting this feedback together because I genuinely enjoyed the game a ton. I think this is the first time a roblox game got me scared AND has a fun objective. A lot of games do either or, but yours is officially the first I’ve found to have both, and I really don’t like horror games too much as they’re very repetitive. Props to you and your team, very bright future.
The pros:
Engaging visuals/SFX: The visuals match the game very well and the sound design is again, one of the best on roblox. I eventually figured out that we could hear the monsters steps nearby, but not our teammates which is a huge plus, and on top of this my own footsteps overshadowed the monsters? This is amazing game design if it was intended or not, because to listen to the monsters steps I had to stop moving giving me an extra decision to make during the game and really ups the fun.
Options: I first jumped straight into a game without looking at the menu, but after finishing I looked through the menu and found out there are items, perks, and pets? The fact there is all of this in a first release beta is pretty impressive. I also noticed the in-game robux purchases, which weren’t shoved down our throats, but placed well and don’t feel forced. Also figured out theres harder difficulties and potentially more maps in the future? Having a ton of options is pretty crucial for horror games because like I said, they’re fairly repetitive, I did not unlock any items or perks but I hope your items are “class-catered” in the way they are built. What I mean by this is that some items work well in some maps or in pair with some perks, but also work poorly with others. In my opinion this is the best way to create items in games like these.
There are many smaller pros of course but these are the clear things that your team did very well on.
The cons:
Game length: My first match was 40 minutes and simply put, this is probably not what you want for a roblox game. Any other platform this is fine but the player base on roblox is generally in the 10-16 age group. The attention span of most kids this age just won’t last this long. Granted we had 1 rose left for about 10 minutes and it was in an open drawer someone opened but missed the rose? Even with that I estimate a game will be on average 25-30 minutes for most people’s first match. The main problem was the map was very vast and the rooms were very similar. I got lost plenty of times. Lots of ways to fix this such as an ingame time limit, but the first thing that came to my head was a map. Not a typical map but, in my mind finding scraps of paper that are each a piece of the map and slowly building it is a nice engaging way to have it. And of course, you should not be shown where you are on the map, but have to deduce it by your surroundings. This ties with the next con,
Item content: I only played one match, so maybe I didn’t find everything, but the only items I had found were self revive kits, keys, notes and roses. This game is just released and in beta so it isn’t a huge deal now, but it should probably be the first thing you work on. Things like the map scrap I mentioned, small consumables, things to help you hide or traverse the map, or anything your mind comes up with. The item pickups don’t even have to be all that good. Walking into each room I’m not expecting to find a rose in each one of course, but I should be finding something to interact with every 3-4 rooms, where in this case once you get a self revive kit, I didnt find anything in almost all rooms.
Again, lots of small improvements to make but these are the only major ones.
Some other small feedback:
- The notes should be something you pick up and now can read in the menu. I wanted to read the notes but was too scared to stop there and read them all.
- The crouch mechanic is pretty useless, I never needed to really lower my visibility lower than just turning the flashlight off, I think you should have cabinets that are low, so the player has to crouch to see inside, and also they arent just crouching everywhere but know that once they see this low cabinet they have to crouch.
- When the roses are all collected, the exit’s are shown forever. I just went in to multiplayer straight away so maybe this is not the case for harder difficulties but I suggest you make it like dead by daylight’s exit mechanic if you’ve ever played that. It shows you the exit gates for a few seconds and gives a large noise when all the “roses” are caught, then doesn’t show you them again.
All in all this game is very very well made and I can see it getting tons of CCU! I hope it doesn’t end up as one of those chronically “underrated” games and makes it to the front page consistently, good luck! Also joined your group I will be there following your journey in silence haha