I didn’t see the icon. Players would probably have trouble finding it, and if they do find it, they might think it is for gamepasses since that is what most games have cart icon mean. I would recommend making a store or something that is in view that the player can walk into or open a shopping menu to customize their avatar. I also would recommend having a player or two play your game, and also accepting their feedback.
There is a lot of feedback that’s been given that we plan to implement, like yours.
First of all, never make the coins regenerate, that’s the point of round-based games, you can spawn them back in later rounds.
Also, coin spawns should be in all maps, by far mansion map is absolutely useless since there are no coins there.
The run meter should go up entirely after each game, although the intermission is fine to wait for it, it looks terrible like that in the lobby. Not to mention, what will happen if you want to add a [Skip voting section] button since 30 seconds is a very long time.
Theming for maps is also important, why are there lasers in the sewers? To counter this. you could instead use acidic leaking pipes, gas pipes that shoot steam out every once in a while, or even normal water puddles that can slow players down. There are many different types of traps you can set up, and most importantly, it’s the logic behind them is important. Every map using spikes is repetitive and doesn’t make sense, hence immersion is very important.
The reason why people just quit:
- Immersion of maps & UIs (The maps don’t have traps unique to them(Some), the mansion doesn’t spawn coins, etc.) (The [Disable Music] UI doesn’t turn into [Enable Music] after being clicked on once, etc.)
- Your camera breaking after falling into the void
- Most importantly, it’s a round-based game with no community behind it
To fix the above:
- Mansion needs to spawn back coins, maybe in certain locations so it’s more unique to the map, like near drawers or props of the maps
- Coins shouldn’t regenerate
- Any clickable UIs should have a responsive effect with the “Respond” UI replacing it to show that you changed it
- Add a [Camera fix] button to fix void bugs or any other camera bugs(momentarily, remember to fix reach individual bugs in the future)
- Run meter should be filled up entirely after going back to the lobby
- AFK players should not need to see the “Loading” UI, distracting, and also shouldn’t be able to participate in map voting, as they could also be trolls doing so
To add more replayability to your game:
- Daily rewards
- Daily challenges(Or even weekly ones that are way harder and longer, but gives better rewards)
- Leaderboards, this would create a “community” and people would feel competitive to get a better score than others
This game is great for now.
The like-dislike ratio says this too. Also, the bow badge is broken, I couldn’t get it even after running over the bow or doing anything near it(And I’ve won after touching it).
Map: Cliff
Fix these Z-fightings, remember to check for them in the games since they break immersion and just aren’t good to look at
After playing for a few minutes, here are a few reasons why I personally think players leave quickly:
- Tutorial requires too much reading and is forced on players.
- The golem is scary for younger players and may cause them to leave out of fear
- The game gets repetitive fast, after you’ve played the first map you’ve played them all. Add something different for each of them
- The game is too easy, many maps, especially the easy ones, allow you to just run to the win instantly. This does not provide necessary satisfaction to keep players enjoying the game
Thanks for the feedback! I haven’t noticed the camera breaking while in the void though, but I’ll look into that! Also, are there any other mazes with Z-fightings, because its quite hard to find them all ourselves, since we’ve played all these mazes many times and it just seems normal.
Thanks for the feedback! The reason why the tutorial is forced is because players most likely wouldn’t click on it otherwise, and would leave because they are confused. How would we make the golem less scary while still telling players that it’s dangerous? And what makes the tutorial feel like it has so much reading? If it had less, players would most likely come back to the main game still confused.
A personal opinion on your point(I am not a developer, just another player here):
- Agreed with both pros
- For cons
- This will probably be fixed when the game officially releases, and you can already buy skins in the shop, you just didn’t buy it, not really the game’s fault
- Isn’t that a pro? The golem is meant to be scary
- Agreed, the game felt very long due to the long loading time
- There isn’t much randomness, and to be honest, there isn’t much RNG in there excluding the ‘Random maze’ mode, so I’m not sure what you mean, it would be nice if you could clarify a bit more
For your picture, it doesn’t really clarify “RNG” itself, it clarified that you trapped yourself in a dead end, so yeah.
‘Golem is too fast, I am doomed before I started.’ This is not valid, you can easily outrun the golem bot, and with your run ability, you are way scarier than him. There are many spots in numerous maps where you can make “quick” little shortcuts because your rig is thinner than the golem. Not to mention that you can easily outsmart the bot by going to the left to bait the bot and run to the right and walk past the golem.
Overall, I agree with some opinions, but when you invest a bit more time into the game, you will find flaws about the golem that just doesn’t appear when you only play it for a few minutes. (This reply doesn’t intend to be mean or anything, I just wanted to state my own opinion, so I apologize in advance if I sound like I am only defending the game and hating on your opinion.)
The game is boring same with the graphics It looks like its trying to be cartoony and look like speedrun 4 at the same time The ui feels is ok but it feels like there is a bug on your screen Too much ui and i think i just broke the game The icon is ok
Although I probably have some bias, I agree with most of your points.
However, while the golem isn’t too hard to avoid once you invest some time in the game, people won’t because they will be intimidated by the golem and leave. But, if we make the golem to easy to avoid, then it would become not fun and people would still leave.
So how can we make the player stay for enough time that they’d invest just a few more minutes a discover the fun in the game?
- In your description, stop using so many emojis, it makes the game look less horror/action based, and instead it gives more of a cartoony feeling
- Tutorial could be better executed (Keep the skip button, but the tutorial is supposed to teach new players like the above player)
- Teach players how to run in the game and how the stamina bar works
- Teach players that you can use shift-lock in the game
- Teach how you can cheese some maps by hugging the wall to go past walls blocking your way(To encourage players to speedrun and cheese maps instead of playing the game like a boring person)
- Give players a taste of speed potions and other gears
Most importantly:
3. **Make the thumbnail and pictures of the game intimidating(Use the Vignette effect on the images to give the black shadow to make the enemy look more intimidating)
The game isn’t supposed to be a horror game, and is supposed to be a cartoony/action game. Also, if we add all these things to the tutorial, players will become bored and leave.
Many popular games have no tutorial and the player just learns by watching other players. Would this be an effective method, or are there any other ways of applying those things to the tutorial as a brisk overview?
supposed to be a cartoony/action game
I see I see, I’ll keep that in mind.
Also, if we add all these things to the tutorial, players will become bored and leave.
Not everything has to be taught, players can choose to leave any time they want after they learn the basics, instead the ones I suggested are like “Tips” for them to beat the game
Many popular games have no tutorial and the player just learns by watching other players. Would this be an effective method, or are there any other ways of applying those things to the tutorial as a brisk overview?
Well it’s different, your game has no active community right now, new players don’t really have anyone to look at as a teacher.
Where could we implement the tips? Should it be a button in-game?
Well, it’s an infinite loop. No teachers = no players, and no players = no teachers.
Hopefully there will be some players that decided to stick, and we could make the tutorial optional instead of forced, because some players can probably figure out what to do, or at least find out accidently(eg. player finds glowing yellow pad that says “Win.”)
Until then, we’ll just work on fixing all the other problems that might help players cling to the game for a bit longer until they finally figure out how to play it right.
My guess would be that there is nothing drawing the player in, if that makes sense.
When players leave a game after a short amount of time, it’s likely that the game just doesn’t have something that makes the player want to stay. For instance, a player might be more inclined to stay if they can level up or earn more coins after playing a certain amount of rounds, etc.
I haven’t played your game, so I don’t know what it’s like, but I don’t imagine that players are leaving because they don’t like it, but rather because there is nothing that is making them want to stay, if that makes sense at all.
That does make sense. We’ll look into that.
This game is so interesting, but the problem is golem.
He 1 hit kills you, and even spawn kills you which is annoying.
Heres the video: (Btw anchor the spikes parts, and it doesnt damage people)
What you can do is make golem do a specific damage instead of instant killing them, also make the golem a bit slow.
and how about a rage mode for golem? after a specific time it becomes darker and scary and the golem becomes silent no voice.
Another idea of putting traps, when golem steps on the trap he will get stun for a specific amount of time.
What I’m planning to do for my games that involve NPCs is dynamically adjust their stats so that they are challenging (but not too hard) for the average players’ skill level. You can do this by calculating the [level] of all players in the server and taking the average.
That’s actually pretty smart! I’ll try that.
– EDIT: Just realized that that might not work because players might be confused.