New game release, PAWWNG

Welcome to PAWWNG, a new game developed in 4 months.

• What is PAWWNG you may be asking?
PAWWNG, is a game that focuses and finalises on the old and childhood game / minigame some of you will remember well. PONG, the classical paddles and boards, except it’s twisted a little bit in PAWWNG.

PAWWNG used 2 paddles which move horizontally across the game board, this acquainted with boundaries for the paddles which can only move 50% across each side of the board, to give the gameplay of having to control 2 paddles to reach the ‘ball’. PAWWNG is named as such as the paddles are (if you guessed it already by the name) paws, specifically cat paws. This is to create a sense of cartoony vibe or a more modernized retro game. (Yes it’s not as retro as the OG).

I’ve been struggling to try and gather traction on the game, it’s been a couple weeks from me fully releasing the beta, i’ve tried advertisements and also posting on social media or even trying to bost it on development games, for example Developer Donations, which is decent to gather feedback, but not enough to fully boast the game.

I know this is really long to read, and i’m willing to get feedback from everyone, but the fact is I can’t gather enough traction. Any resources or ways to fully boast my game would be appreciated, also if you’d like to support me by testing the game and providing feedback, i’d be happy with that too.

I’d like to say the game is nearly at it’s polished stage apart from the missing content within the shop and settings, (hence the beta) but it’s close to being finished, and i’d just like final design choices and feedback from you guys, (who are alot better at game design than I am)

Also if you feel as tho the TAG is incorrect please let me know so I can adjust it to better suit the topic.

Thank you :3

Would you play the game based on this post, or if you saw it on the charts page?

  • Yes
  • No
  • Probably
  • Needs more work
0 voters
5 Likes

yes i would play but, put a keybind for the restart button for pc, instead of j and l put left click and right click to move the other paw, the first ball is too fast, make the difficulty incremental, everytime you get a point the ball just speeds up incrementally by a low amount

1 Like

it already does that, the incremental speed is implemented.
What keybind mappings would you suggest, and should i implement a feature within the settings to change between AD, JL or AD, left arrow, right arround or others etc.

The speed is calculated based on the screen size, so i’m going to guess you’re on a small screen, so i’ll try make it to be based on ratios instead of flat PX.

Thanks for the feedback too btw!

1 Like

AD, left arrow, right arrow and make it work simultaneously with left click and right click.

i have a 1920 x 1080 monitor, the ball goes way too fast.

the keybind to the restart button is a must

2 Likes

alright, i’ll get to sorting that out, and adding a restart button!

1 Like

Add a skip loading screen button. Also only pre-load the important things, it seems you preload the workspace and all the services but the gameplay is always as (from what I saw) 2d, so only preload the gui cause that’s the only thing that the player needs to have loaded in.

Gameplay could use a little work too like more effects but I like the style!

1 Like

I tried preloading only specific assets but it always threw up an HTTP error, and I couldn’t figure out why, and thanks there will be more effects and other content too. And yes it is only 2d with the character loaded in the background, thanks though! :slight_smile:

1 Like

nevermind, I got the preloading to work, it was 1 stupid line that I put “WaitforChild” instead of “WaitForChild”, thanks for reminding me to fix it !!!

So does it only preload gui now?

yeah, I just have to restart the games server and then yes!

Nice! The reason why a skip preload would help is because I have a preload screen in my game and when my friend tried playing my game said it took a long time for the screen to go away. The assets can still preload but in the background when you click skip button

Ahh I see, that’s pretty easy to implement given my entire preloading is based on 1 script with an inbuilt skip function for studio sessions since it used to take forever, so i’ll implement that ASAP.

1 Like

This is just my personal opinion, but I wouldn’t play the game if I saw it on the front page. To start off, the thumbnail itself has an awful amount of empty space. Moving the “new” sign down to the bottom left corner would fix some of that issue, but there’d still be a lot of emptyness. The cat’s eyes are also staring far away from where the ball actually is, which is just offputting.

Going to the game’s page first shows the exact same thumbnail but crammed to fit within the game preview picture ratio. Not a good look. The description itself has a few grammar errors, but more importantly fails to really show anything interesting about the game.

The gameplay itself is also, bluntly, as boring as the description. There just isn’t anything to retain players here. No narrative to intruige a player, there is very little depth in the mechanics (at least, from a surface level), and there’s just very little to do overall.

3 Likes

Sorry, but honestly it’s in beta and I appreciate the response but no-one offers any thumbnail design anymore, it’s pretty vivid and overall hard to find, could you point me to spelling that’s incorrect? Plus that’s the point its here, to have feedback so I know it sounds like you’re being harsh but honestly I need this type of detail.

Actually, I think I was wrong about the spelling error. Could’ve swore something was non-plural when it should have.

Anyways, I don’t think the game is a good idea conceptually. The most important thing to have in any game is to have something for the player to look forward to doing or experiencing in the future of the game. As I said, there’s just not much in the game, and I can’t really imagine a way to add something without changing the game completely.

Honestly give me ideas I’m up to change, I’ve made some of games which are all just conceptual and rarely ever actually get published, and if they do they attract couple thousands players then plummet down since I can’t update as scalable as it’s like.

I played for a little bit and have some suggestions and found a glitch.

I think you need to add more screens to the game. When I joined I saw a bunch of buttons and had to think a little to find the one that started the game. I think you should have a home screen where you have the shop button and a “Click to play!” Or “Play!” Button. You could also add a “you lost” type screen instead of the gameplay just pausing, and some text to show how much coins you earned between when you started and lost.

The “You lose” type sound also plays a second after you lose. You could do something like this to fix:

YouLose.TimePosition = 1 – decrease to .5 if the whole sound does not play
YouLose:Play()

Glitch: Instead of clicking the leaderboard button once, keep clicking it even when it does the transition. The buttons are still clickable regardless if you’re in a transition or not, so your screen stays pink. Perhaps put a bool value somewhere like in replicated Storage and only execute button code when the bool is true, set the bool to false when doing transition and set to true when done. This glitch also works for settings button I believe.

1 Like

There are denounces in place so I’ll try get the bug fix,ed with the gu I’ve tried chancing alot of the gui properties to fix the issue but they still seem to be able to actually click through the background frame into the back, which is really weird and I’ve checked some of the dev forum and people are having similar issues, also I think I’m planning on adding a multiplayer screen, which will further combat the issue of the overcrowded screen since it’s going to have to have a new gui, which is actually a good decision since there is lots to do on that one screen, so I’ll implement a hole page as such, as well as I think a tutorial as most people didn’t understand the concept.

Thanks for the feedback :slight_smile:

2 Likes

What i’ve implemented as of this post;

• Pre-loading player assets only (GUI)
• Skip button for the loading
• Transitions now have a debounce that works and the player can only transition once at a time, instead of being able to spam the buttons.
• You’re now unable to click the buttons through guis, as the frame beneath is now hidden
• Paws and balls have now been implemented into the shop…
• The retry button now has a keybind, (R) to retry.
• Modified the thumnbail to have the eyes facing the coin, and filling the extra space.
• Leaderboards now run on 2 seperate datastores preventing the bug in previous versions where they’d update simultaneously and break one an other.
• The game over sound now plays as soon as the player dies.

I don’t think i’ve missed anything as of posting this, yet there is more to come, so i’d still like more feedback if people have it!

thanks to those who already gave me feedback, I appreciate it alot!

2 Likes

That’s an interesting idea, but the thing is that the game will be SO hard to advertise or grow retention, because, y’know, these types of games aren’t really popular nowadays.

But I look forward to it in my chart page! I hope you’ll get a reward you’ve been expecting from this game!