Multi - Swords / An Arcade Sword Fighting Game / Update Log

You start with a basic sword, then kill some unsuspecting players, and obtain differents sword with unique abilities!

This is the update log for Multi - Swords, every change will be listed here in this post, along with the date and the version of each update, stay tuned.

You can also reply to this post and give me some feedback and your toughs about my game! (consider this is my first game and i know little to nothing about game development)

Go play Multi - Swords here:

V. 0.0.1 - Release

12/12/24 Update (V. 0.0.1) - Release

  • Added everything lol
  • If you find a bug or something, please let me know it, Dm me here or reply to this post, feedback and bug reports are apreciated, take in count this is the release version and there may be some bugs I’m not aware of, please let me know them, thank you
V. 0.0.1.1 - Patch

12/12/24 Patch (V. 0.0.1.1) - Post-Release

  • Fixed CooldownScript and BlockCooldownScript not loading in time and disabling block/ability from the sword
  • Fixed red cart spawning incorrectly
V. 0.0.1.2 - Patch

12/12/24 Patch (V. 0.0.1.2) - Post-Release

  • Nerfed the way to the item island, removed the second piston of every section
  • Fixed Mobile Shiftlock moving carts
  • Fixed Batteries respawn system
V. 0.0.1.3 - Patch

12/12/24 Patch (V. 0.0.1.3) - Post-Release

  • Added some signs indicating where to play and what you can find in each shop, take in count this is only a temporary fix, as I will add a tutorial Gui in the next update
  • Removed those target dummies on the main island
V. 0.0.1.4 - Update

14/12/24 Update (V. 0.0.1.4) - Post-Release

  • Added a tutorial Gui
  • Changed the spawn island layout
  • Removed all material generators on the main island
  • Increased min and max material rate for every generator
  • Now all pistons are syncronized, this reduces a lot of lag from the game
  • Reduced average ping (still needs more work)
  • Fixed some scripts time outs for less powerful devices
  • Removed the target dummies on the main island AND scrapped the idea for PvE gameplay, having each npc have its own script to control its movement generates a lot of lag, and i couldn’t do a proper script that manages to control all npcs on the game without lag (it just couldn’t work properly, I’m sorry)
  • Updated the game description to fix some typos
V. 0.0.1.4 - Patch

16/12/24 Update (V. 0.0.1.4) - Post-Release

  • Removed some pistons from the rails
  • Fixed even more script timeout bugs
  • Fixed BV not being part of the cart engine part
V. 0.0.1.5 - Update

16/12/24 Update (V. 0.0.1.5) - FX Update

  • Added Hit and Parry effects to all swords
  • Fixed swords not pushing back the player
  • Minor bug fix
V. 0.0.1.6 - Patch

17/12/24 Patch(V. 0.0.1.6) - Post-Release

  • Carts now have better physics
  • Remove some pistons on the main island, in order to make that part less annoying
  • Fixed Sword Workshop displaying materials wich are not needed
  • Fixed “Rocks” being displayed as “Bocs” on the Sword Workshop

It’s pretty solid for a first game, and the concept has the potential to be very fun. I’d only try to fix a couple things before delivering content patches and advertising it:

  1. Lag
    I don’t know why, but your game seems to be incredibly laggy. It might’ve been because I joined a bad server, but it’s probably because you have some infinite while loops running or some unanchored parts. Maybe mess around with the code a bit to try and find what the issue is?

  2. Progression
    Without other players, this game is practically impossible to play. Add some NPC’s which the player can kill for a reward, that way they aren’t left without doing anything while other players join the experience.

  3. Use GUIs
    I got a little bit lost in the beginning and luckily somebody was able to show me how to get to the main map. I would streamline how to play the game either through a quick tutorial or through a big green “PLAY” button on the bottom of your screen.

Good luck!

1 Like

Funnily enough, that person playing was my little sister, I checked my sister ping and it wasn’t that bad i guess (118~), but yeah this game is very laggy for various reasons Im looking to fix in the future, as for the progression well, It looks like I have to script some npcs if theres no players playing, at least until theres enough players to sustain itself, but you got a good point, theres no indications of how to play the game, and every item doesn’t explain what it does, I’ll see some way to implement some sort of tutorial into my game, thanks for the feedback!
(Also, at some point i was losing motivation to continue development, so the game was rushed to publish it, now that I saw your review saying it has potencial, it gave a reason to continue adding more content to the game and not just bug fixes)

Looks like a fun idea.

Improvements:

1 - I could not figure out how to start the game. The flame was show to me by another player.

2 - The NPCs just stand there - so they are easy to kill from behind.

3 - The cart struggles to move and has a lot of problems.

I was not able to get past the arrows on the cart so I can’t give any more feedback,

Keep going!

1 Like

My little sister was playing my game alone, so she told me to add some npcs to kill, and i did it in like 5 minutes, they are not part of the main game an I only scripted them for testing purposes, I’m going to be working on the tutorial for the next update, it’s like a week of development for me, on a side note, tbh, the carts were a idea that at some point I was about to cut from the main game, but at that point I already put a lot of effort into those carts that scrapping them was just to painful for me, I did continue working those awful carts, but tbh I got no idea how to fix their movement problems, but this is just day one, I’m currently working on ficing as much bugs I could find.
Thanks for the feedback!