I have been working on this game for quite a while now and I am finally confident to let players in. My game is a roleplaying game where you get coins by playing minigames and then spend those coins on customizing your character and house (Coming soonTM). My game often gets compared to Club Penguin or Meep City.
I am looking for feedback on the game. A lot of the players play through the tutorial, design their character and then leave. After completing the tutorial, having a map with instructions and a good game description, the players s̶t̶i̶l̶l̶ ̶h̶a̶v̶e̶ ̶t̶h̶e̶ ̶a̶u̶d̶a̶c̶i̶t̶y̶ ̶t̶o̶ ask “how to get coins?”. So yeah, I want to know how can I help younger audiences understand the game.
Its good but I have some issues, first of all its very stylized and that I love but then the character is just a generic robloxian but skinny, maybe make a custom body type that fits the style, also I experienced a lot of lag and when my friend who has a far superior computer then mine joined he also complained of lag so that is something I would really look into fixing, theres also alot of premium stuff, im not against premium exclusives but if the halloween event was anything to go off either make it so premium can get free event stuff or a different event entierly for premium cause doing the quest and then only getting half the reward just feels disrespectful, also the maps far too small for the detail in it, my screen getting wobbling from the trees so maybe remove some, make the map bigger and space them out or just make the leaves nocolide cause its super annoying, finally the UI is very clunky and could use some slimming down, Im not against custom chat UIs but maybe make it transparent so I can see better, aside from that its a decent game and I hope it goes further
Thank you for your feedback!
I am currently investigating the lag issue
Premium is a vip gamepass/Dev product in my game (named it that when builders club was a thing :/)
Never heard anyone complain about the câmera thing but ill look into it
You can hide the chat
Look for scripts with while loss constantly running. And try to find a better way of doing that.
I named every script in the game, went through every union or mesh and changed the collision fidelity to hull or box, rewrote some scripts and tried to use the microprofiler to see what was going on.
Turns out the lag was caused by a VideoFrame! I had a script playing a playlist of videos and everytime a video loaded the game would have a lag spike.
The introduction is long enough for the player to go out of their way to continue playing