Looking for suggestions to improve game engagement

I recently launched a demo version of my game and put approximately 15K Robux in sponsorship spreaded over three days.

In general, I have received a lot of positive feedback and was told the game has potential. It’s a fighting game so far featuring 1 class - Sword. What makes it unique, is that it’s fully controlled with your mouse cursor.

However, I’ve noticed that players either had a very short session time or stayed for long. My best guess is that the reason behind that was rage and confusion due to the unusual mechanic.

I’d be thankful for any game design suggestions, especially in terms of improving engagement and monetization!

Here is the game link: Medieval Asylum [DEMO] - Roblox

1 Like

after playing the game, i noticed a few things:

  1. you can’t go in first person. i think alot of players in a game where you can control your sword using your cursor would love to be able to use it while in first person.
  2. ‘attacking’ doesn’t feel like slashing. you’re just swaying the sword left and right at slow speeds
  3. personally, i’m not very fond of the way your field of view acts while moving around.
  4. i can’t provide videos, but while walking with the sword equipped, the left arm of the player goes jittery.

aside from all these obvious problems, i do see potential in your game. happy coding

1 Like

you don’t slash your sword in this game you go left and right looks weird and unsatisfying

Hey there! Thanks for the feedback. I have a few objections, though.

  1. Being in first person would make it pretty much unplayable.
  2. Are you sure you watched the tutorial? I think that’s because of wrongly using the weapon. The more you make small, random moves with your arms, you lose stamina which makes you unable to make proper slashes.
  3. That’s a fair point. I might either remove that or add a setting to disable it.
  4. Yeah, I’m aware of that, it’s not a bug, but improper client replication. Will surely fix it.

It’s more than just slashing. You can use critical hits, combo extend with kicking, parry your enemy. Actual 1v1 fights require some thought and quick reaction time.

  1. it would actually make swinging the sword easier because your character won’t get in the way. notice how players in “fling things and people” can effortlessly hold and move items fully with the cursor at first person
  2. the tutorial video was also just swaying the sword left and right, and i think you should do something about the rotation of the swords because the blade isn’t even directly faced towards the enemy while swinging

i would make the game much easier, if i move my mouse from right to left i want a proper slash from right to left, if i see something different it’s an instant quit

  1. These are 2 completely different games. If I’d want my game to work that way, not only the cameralock wouldn’t work, but also you’d keep losing sight of your enemy…
  2. This is more of a subjective insight. No one actually complained about this before, and to be honest, I don’t know how can I improve the sword’s rotation as, trust me, I’ve mastered it to the point I can’t take it further.
  1. it’s a suggestion, and i think i’d prefer being able to use my sword at ease at the cost of my sight with my enemy. i never said you would be forced into first person

well i think the average person would notice how it’s just swaying and not actually slashing swords

anything is possible. have you tried increasing the speed?

  1. What do you mean by “using your sword with ease”? Are you trying to say you already can’t do so…?

  2. This is probably the best way of handling the combat. Aside from that, I don’t know what do you mean by “average person”, but after talking to countless players, I have never received any complaints about the way the swords swings. And why would the speed change trajectory calculations…?

  1. i’m saying it’s much better and easier to see when fighting with a sword that is literally controlled through a cursor in first person.
  2. i don’t think they even realized that. as for the speed, atleast increase it just a bit so it doesn’t look like you’re swaying the sword as if it was a flag.
  1. In what way cutting off half of your sight and making most vision being covered by the sword and players’ characters makes it easier to see?

  2. Ah, I understand what you mean “by swaying like a flag”. That’s because the client arms are delayed due to setting the calculated properties on server. I will fix this today.

  1. the first person option is just an option, and i’m not forcing you into it. you can’t see your own weapon’s (and the enemy’s weapon’s) trajectory if you’re locked into third person with no way to actually see the whole sword while fighting.