Making an rng game based on star glitcher

Hello!

Im currently creating a game based around star glitcher, and RNG game that is.

Being a solo dev working on this BETA, I’ve managed to create my own understandable version of the scripts myself after several aspects of nonstop trial and error.

While im aware of the dislikes around RNG game in general, a simple click and grab game I hope to have more than this, obbies, bosses etc. Im sharing my project here because I would like a little feedback regarding maintaining players or interest.

Im also keeping things a little more optimized on the game for lower end devices. If you’d like to see more about how I’m developing this game slowly but surely, here is the link so you can tey it out yourself!!

[Klassik’s RNG]
https://www.roblox.com/games/86210414107435/NEW-MAP-Klassiks-RNG

Lets see, side content that you don’t have to do at all and either rng fed content that doesn’t do anything or more side content that you don’t have to do with the main focus remaining being an RNG game.

Idk man I just see a bunch of really weird and odd “gameplay” decisions here, what point will having these things serve?? Like why on earth would I go fight a boss when the entire premise of the game is just clicking a single button and not even moving, and before you ask, no I didn’t play the game, if I’m going to play something I’d actually want to play it and considering the description has this:
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I’m not going to play it. I don’t want slop badges on my profile (which is why I’ve avoided every recent event and every rng game)

Seemingly nothing new of value brought to the table, but its not like there’s much you can do with generic rng slop. Its just another generic RNG slop game with a few useless things thrown into the mix in an attempt to justify making this trash. I’d say Fisch was a good example of rng put into a game but Fisch has gone downhill so fast idk if I should even call it good anymore.

Sorry to absolutely dog on this but its just bad. You can’t make rng games like this good. They suck. At the end of the day, no matter what you add the entire gameplay content relies around using an autoclicker on a single button and praying the pokies give you a good item that looks nice and does nothing else.

I just can’t see how anyone could add anything into a generic rng slot machine game and have it actually serve a useful purpose in the game. Like oh cool there’s potions but they require me to play the game that otherwise I wouldn’t have to play to get them so I can just go without and get more rolls by not getting them. Same problem applies with probably everything else. Its just faster, better and easier to avoid doing them, which makes your game no different to any other rng slop.

Yes there’s dislike and there’s good reason for there being dislike. These games just waste peoples times and are just brainrot. There’s no gameplay no matter how hard you try.
Also, cmon this is like the millionth rng slop game you aint gonna gain traction bro.

Thanks for the feedback.

Of course, badges are meant to be earned through a simple, plain roll system. Fighting bosses may be optional but offers the possibility of higher rewards, instead of the constant cycle of simply rolling.

As I stated previously, I’m aware of the dislike of RNG games and simply wanted this to be a learning experience for me. The hate you have to against them can be understandable yet sorta confusing.

However, seeing as you don’t like RNG games and won’t play them (mine?), I fail to understand how this feedback is crucial other than suggesting my work is another garbage game nobody will play as the perusal. My needing was simply some ideas I could add to makenit worth the time like giving auras their own attacks to fight these bosses. (rewarded with luck potions, etc*).

I opposed the idea of it simply focusing a little more than an RNG aspect, like obbies. You having yet to try it shows a little bit of lack.

In my eyes, if doing something in a game has no actual purpose (for example, lets say bosses drop a rare aura instead of you having to spin for it), if that drop serves zero gameplay purpose, there’s no point to me wasting time on a boss.

Example: Swordburst 3. It has many random mechanics that exist, but no one (out of the very few people who “play” the game) uses them because they’re just a waste of time. Yes they give you rewards, but the time investment and the rewards themselves just aren’t worth playing that extra content for.

I’m going to be brutally honest; there’s many better things you could have made for learning. RNG games are insanely easy to make besides the aura graphics, which if thats what you wanted to learn, congrats because as per usual they look good but are completely wasted with terrible gameplay, or the lack of.

Well, even without me playing your game I already know what the core of the gameplay is, I’ve seen other RNG games and looking at yours and reading what you have to say, its no different. If I didn’t enjoy others, why would I enjoy this one?

Also again, I did say “No matter how many mechanics you throw into an aura RNG game, it’s still the same”. That alone is me just saying your game is no different to the other RNG slop.

Not a good idea, adding combat which is entirely determined by RNG is a terrible idea unless if all auras are identical in combat which removes the point of getting anything rarer than the most common aura.
By making rarer things better without moving better players elsewhere, you make starter players struggle.
There’s simply no good ways to balance these sorts of RNG games for combat. You just can’t. There’s no real progression, its just RNG.
It’d be like putting top ranked players on a game into beginner lobbies. You already know who would win.

Well I would try it if it wasn’t suddenly private now.
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But I still stand by completely what I said. Its an RNG dice roll game. There’s just nothing you can do to make them entertaining, worth playing or anything.

Tycoon RNG for example was only just okay, and has also been the only RNG game I have ever played, but it got really stale quickly because all you did was spin and spin and spin. It had the same “progression” problems I mentioned above. Progression was tied to getting good RNG, which once you hit a certain point (which is insanely fast) the “progression” instantly comes to a halt. I played Tycoon RNG for maybe 3 hours before quitting because I wasn’t bothered playing more for little reward.

And Tycoon RNG is what I’d good a good RNG game, but even then its still massively flawed in several ways that make me dislike it the same as all other RNG games.
Your game could fall under the same umbrella as Tycoon RNG, where its just okay, but as the “progression” is tied to RNG it just gets as bad as all the others really fast.

Call me a bad critic all you want but its an RNG game, I already know what I’d be playing before even opening the game. And again, if I’m going to play a game, I want actual gameplay, not 50% standing still 30% doing useless stuff 20% walking.