Mythical World - Open world Role Play game Feedback

Here is the link to the game I have recently made, which is in day 4 of production so far:

I wanted to know how to make this game get a better like ratio overall, and how the game could better be improved. It has concerned me that this game is doing quite worse than my other games of this nature, that being Dinosaur World and Marine World, both of which have an 85 and 88 percent rating.

In what way could Mythical World be improved, and why has it been receiving such a lower rating than I believe it possibly deserves?

3 Likes

I’m typing this as I play.

First impressions startled me, as the music jumped out of nowhere and was a bit overwhelming. I’d personally have an intro piece to the game and who it’s made by (being my first time playing) and have it almost fade in from a distance as the camera zoomed into them and it’s final position.

The guis weren’t quite what I expected, between the shop and controls being very bright and the character select almost being a different one. Also, music I forget what this is from but I love it regardless (seems super copyright), but is such a contrast to the intro piece.

Almost feel like the guis, would be a bit better partially transparent and using ViewPorts.

The bottom UI feels a bit crammed and being my first time playing, I’d almost prefer it to be layered on the left side of my screen and more open.

I chose the Rock Giant, and the controls feel a bit weird compared to the normal roblox feels. Almost feels like I’m rotating and moving and my body is in front of my actual character. Also, I’d allow it to be optional for the W key to move where the camera is facing and the direction keys to also be relative to the camera. (Don’t know if this is an option already)

An attack bar would be nice, to show the cool down on my weapon. Would be nice to see it in-game on the side of my weapon, in like a surface gui form. Also, maybe some information regarding not running in water or informing the player they can’t run. I was standing in like a foot of water and it wasn’t evident and confused me to why I couldn’t run, also the press to run took me off guard as I’m used to holding it. I’d also make this optional.

My character when running and moving had a lot of stutter on inclines, and coming right out of water.

As previously stated the controls, to add on, they made it very hard to attack and even trying to enter the portals made it very hard to control.

The characters couldn’t go up the stairs on the tree house, probably related to the stutter going up things and on edge of water.

Animations also seemed to not replicated for some people, and the sounds were a bit weird to the characters they were on. Plus I couldn’t really crouch or figure out how, other than moving.

There were a lot of floating objects (mainly trees), and places seemed a bit empty and bare. I never really understood the purpose or what I was supposed to be doing, or what there was or where to go. There was no feedback so I didn’t know why I couldn’t run or even what represented my run (I assume there is stamina). I could also still do my animations after death and it appeared very weird, it also just threw me to the menu. A little death screen would be nice.

A lot of the loading screen music was loud compared to everything else. Jumping also felt pretty bad, and I never really went upwards. Instead I just floated across the ground and then fell back into it lower than I was before.

Now to add on to a previous point, the running stopping outside the water. It seems you have it set to a specific point, maybe a Y value or a big part or something instead of the actual water itself.


Sorry it seems a bit all over the place, but it’s me describing my thoughts and my input as I played the game. Wasn’t trying to be negative as I am giving things to improve upon and hopefully improve upon the experience for other people.

The sound and water thing is pretty cool, not gonna lie.

5 Likes

Hi, thanks for the response.

Since writing my original post, the game has gone from 72 percent to 86 percent rating over the course of a whole day, so people are noticing improvements.
I’d also like to clarify that all of the soundtracks are uploaded by ROBLOX, as well as the sound effects all being sourced from non-copyright sources.

Thanks for mentioning the fact about the controls feeling different to normal W A S D controls, I’ll include a tutorial map in the future. In actuality they are the same control system as used in car games.
I will also re-calibrate some of the sounds so that they stay at a better level.

1 Like

Just started up the game, the same as above I will write up a list of my thoughts on what is done well and what could be improved in my opinion:

Introduction screen:
Simple, upbeat and sounds good. Really like the environment it creates.

User Interface:

Summary

Menu: If the game grows and makes a significant sum of money I believe hiring a UI artist to create some UI for the game would really improve my experience, I love consistency within games and the natural bright vibe from the imagery listed isn’t as nice as it could be with plain white backgrounds that are incredibly bright


Additionally, the prompted game passes ā€˜War Ogre’ and ā€˜Champion’ should display what the gamepass entails (items, their stats, it’s price, etc) if you hover over it as well as possibly a selection shadow surrounding the frame when hovered over.
image
One small thing that annoyed me was the fact that the title is overlapped by the Roblox top bar, potentially consider either disabling the top bar or modify your menu to allow for this to not be an issue.

On the controls page I really feel some icons would bring the page to life for example:
image

image


On this page I honestly have no idea what’s going on, I really feel it would benefit the game to have a more intuitive interface, I’d personally suggest having the four classes displayed next to each other like so:

Also, on the character choice page add a back arrow, I really couldn’t stand having to choose a character and reset to enter the menu where I was looking as I accidentally clicked ā€˜play’ and was forced to choose a character.

Add a purchase button/prompt on the character screen where it says you need to buy the gamepass to unlock certain characters.

Game Mechanics:
The movement felt very restrictive, when I first joined it felt alien to continuously spin if I held right/left as it moves you, I’d really like the ability to crouch jump. When you sprint it’s not too bad but for a start, it should actually sprint, like a full movement and the speed should be twice as fast, currently it’s pretty slow, especially travelling across a large open-world map like the one presented.

I chose the ā€˜Protector’ class to start off with and I’m unsure if it’s meant to be as it is but I never really was able to do much damage if any, is this a support class? The other characters have swords and melee to battle with.

A lot of the fighting felt very restricted and anytime I attempted to chase an enemy it ended up looking like this:
https://i.gyazo.com/3207da82815bca205d16ee9753d0e680.mp4

One infuriating part is that you can kill players in the spawn, I really believe if this feature is going to be kept that you should have a specific area next to spawn where players can enter an arena instead of a free-for-all murder everyone in sight game of tag when new players spawn,it puts people off if every-time they try to understand and play they’re being murdered and swarmed by players. Block enemies from entering the spawn, this should be a safe-zone for all players to enjoy.
https://gyazo.com/02c400b402666ea42fbdc707d11d26b2
https://i.gyazo.com/e1ceefbb2d8fb1e99dc931161f1dbb3d.mp4

The way you earn progression should be made more clear: Are there quests? Can you complete objectives to get this?

When you’re attacking enemies a number of damage should be indicated above them for each slash/damage done and either a health bar or value should be displayed to ensure the player knows how difficult certain enemies are to take out. It would be an interested concept to consider adding levels to the enemies and allowing certain areas to offer ā€˜hard-mode’ versions where they’re incrementally harder than the usual enemies but carry better rewards (in-game currency? Item drops? Extra progression points?)

2 Likes

Hi The_Immortal,

I was playing it for a couple minutes, and I love the concepts behind it. The lighting and visuals are beautifully done, especially with the way you integrated Shadow-maps. However, when I played as a gnome, I got stuck in a hole near the spawn (invisible water under a tree?). I then played as a knight, and jumping was buggy. The fact that it’s only been a couple days of production tells me most-if-not-all of the bugs will eventually be fixed.

Now that my review is out of the way, I believe just making it so that users know how to play when they join would improve your ratio. A new player might join and think ā€œI don’t know what I’m doing, why don’t the controls work intuitively?ā€ For example, it’s a bit unexpected that the player can’t back up, and the control scheme might need to be explained a bit more as you play. The control menu is a good addition, but as a new player I skipped over it pretty easily. Another thing that I believe would appeal to the role-play/combat crowd is some more options with your classes. Essentially what I’m saying is that you cover all the bases for your character options, like your mage, your stealthy assassin, brute warrior, and others. (The mage would be ideal in particular, as you could integrate one of some kind into every kingdom.) Another thing that may be good for the factions is a sense of commitment once you choose your kingdom, as it will affect the in-game strategy as well as a sense of a ā€œteam.ā€

Keep in mind this is from someone who hasn’t played any of the other games you mentioned. I enjoyed the gameplay, and it felt like it could really grow into something great.

Thanks,
gbug

3 Likes

This is overall has great potential- the game has a very nice atmosphere to it, and I know rp games are quite popular in the Roblox community. The lighting is a bit dark, but maybe that is what you’re going for, I’d just suggest to make it a bit more vibrant and appealing. The UI doesn’t match the theme really, but I suppose that will have to be worked on.

You have nothing set to give people guidance, telling them what they need to do or what they are able to do in this game- you have them all on their own trying to find out what to do.

The models really stand out, and the builds are fantastic, everything else needs a makeover. Like the UI mentioned before, and maybe smoother animations?

All little details count. Cheers!

4 Likes

While I usually do not like smoothterrain mixed with, I suppose ā€œstandardā€ studio tool builds, I think you’ve crafted a marvelously beautiful world-space.

Cool game! :smiley:

1 Like