[Playtest] 3 Months of Solo Dev: Physics-Based Destruction Game - Need Your Feedback!

After 3 months of solo development, I’ve built a physics-based destruction game with deep progression systems. I’m looking for your feedback to improve the experience!

About the Game:

  • Realistic Physics: Objects break naturally and create awesome chain reactions.
  • Core Loop: Destroy → Collect Resources → Sell to NPCs → Buy New Weapons & Tools… and repeat!
  • Unique Features:
    • Abilities & Techniques: Unlock and upgrade special destruction abilities.
    • Achievements System: Complete challenges to unlock new abilities and techniques.
    • Size-based Resource System: Larger objects yield better loot.
    • Style HUD: Your destruction style affects drop rates.
    • Level System: Gain XP and unlock new content.
    • And a lot more…

DestructionShowcase

What I Need Feedback On:

  • Core gameplay loop satisfaction
  • Balance (abilities, resource rates, prices)
  • Technical issues and bugs
  • Overall fun factor and engagement

How to Provide Feedback:

Current Focus Areas:

  1. Are the physics satisfying and realistic?
  2. Do abilities feel impactful and fun to use?
  3. Is the progression system rewarding?
  4. Any technical issues or balance problems?
  5. Does the Backpack and other HUD elements work properly?
  6. Does the progression make sense?
  7. Stability: Is the game stable enough to play, or did you encounter game-breaking bugs? (Be honest!)

Game Link: [(✦)[GLOBAL UPDATE]Untitled Destruction Game[ALPHA] - Roblox]
Showcase: [https://youtu.be/JT12A4C5iec?si=vky0GnH_J53XLpU3]

I’ll be actively monitoring all channels and implementing suggestions. Your feedback will directly shape the game’s development!

Thank you for your time!

Note: The tutorial system was just implemented today, so it might be a bit unstable.
Pro Tip: You can toggle the GUI visibility by pressing F1 to get a cleaner view for screenshots or videos!

2 Likes

i really like the non-complicated (✦)[GLOBAL UPDATE]Untitled Destruction Game[ALPHA] name for your game, sounds so authentic ngl

2 Likes

Hey! Thanks so much for checking out the game!

Really glad you like the name - I wanted something that clearly communicates what the game is about.

If you have a moment to try the actual gameplay, I’d love to know:

  • Is it clear what you need to do when you first spawn?
  • How satisfying are the physics and destruction?
  • Any immediate thoughts on the core loop?

All feedback is welcome - positive or critical! I also have a Discord server if you’d prefer to chat there.

Appreciate you taking the time!

Average FPS: 60
Platform: PC
Average Performance Stats:
image

  • Basic destruction mechanics cause a HUGE spike in network receive ~264+ KB/s recv just from destroying something from a sword (this will make your game inaccessible to low bandwith users)
  • I opened the book and now I am stuck and also this UI all over the place is making me very confused and stressed out
  • When I first joined the game I was in first person and my sunglasses were blocking the screen. I then noticed I could press V for third person and that fixed it.
  • Draw counts are ~400 and tris are around 400k. DO NOT LET DRAW COUNTS EXCEED 500 NOR TRICOUNT EXCEED 500K
    image
  • From the below picture,
  1. My camera is super high for some reason after closing the book
  2. When i throw the bomb, it throws it where my character is facing, while I see a crosshair in the middle of my screen, and my own mouse cursor was at the right side of the screen. This is confusing.

Good luck with your game!

1 Like

Hey! Just… wow. Thank you. Honestly, I’m a bit shocked - this is the most detailed and helpful feedback I’ve gotten in all 3 months of development.

You literally opened my eyes to things I never even considered:

  • The network load (I wasn’t monitoring this at all)
  • The camera and control issues
  • The optimization with draw calls

Especially the network consumption part - that’s critically important, and I would never have figured that out on my own.

To be honest, right now I’m:

  • Thrilled to get such quality feedback
  • Horrified by how many issues you found
  • Full of determination to fix everything

I’ll be working on network optimization and UI today. Would you mind if I message you in a couple days with an updated version?

Again - massive thanks. You have no idea how valuable this is to me.

P.S. If any other thoughts come up - feel free to share on Discord [link] or here. Would be incredibly grateful!

1 Like

Little Update Log

-fixed the 1-person mode(for me works)
-Optimized the game
-Added Close Button In Technique Book

I think it was sarcastic …
otherwise, the game looks good and its incredible you developed it all by yourself.
Best of luck with your project!

2 Likes

Not sarcastic in the slightest! I’m just a solo developer who’s been working in a vacuum, so getting concrete feedback is incredibly motivating and valuable.

Your kind words about the game mean a lot. Thank you for the encouragement and for giving it a look!

Yup I’m glad to help! Feel free to DM me “laughablehaha” on Discord. I’m very busy but this is the best way to reach out to me.

Guys What i can add new, idk really

ChatGPT ahhh response :sob:
Did you vibe code the game too?

Jokes aside, I’m curious as to how you created and optimized the destruction system. Did you just use CSG?

You’re not right, it’s way more than just CSG. Here’s the basic flow of what happens when you break an object:

The Breakdown Process:

1. Initial Checks & Anti-Lag:

  • First, it verifies the part is actually breakable (has the right tag, isn’t already debris)
  • There’s a lock system to prevent processing the same object multiple times
  • Crucially: It checks for severe server lag using performance monitoring
  • If lag is too high , it skips ALL visual effects and debris - just cleans up the original part

2. Physics Prep & Ownership:

  • Stabilizes the part’s physics (zeroes velocity, removes network ownership)
  • Tracks who broke it (player attribution) and why (melee, explosion, chain reaction, etc.)

3. Visual Effects & Debris (Only if NO severe lag):

  • Plays break effects (particles, sounds) based on the material
  • Tries to use Cut3r for realistic fracture patterns, with fallback to simple debris chunks
  • Creates a debris container that automatically cleans up after a set time
  • All debris pieces are properly tagged for collision groups and ownership

4. Gameplay Systems:

  • Awards style points based on break type (explosions give different points than melee)
  • Handles resource drops with rarity based on material
  • Updates player statistics and achievements
  • Manages experience points with multipliers from style system
  • Tracks tool usage statistics

Key Optimizations:

  • Heartbeat-based processing to spread load across frames
  • Early exit on lag detection - sacrifices visuals to maintain gameplay
  • Debris lifetime management - automatic cleanup to prevent memory leaks
  • Pre-registration system - breakable objects are registered in advance to reduce per-break calculations

And no, this isn’t ChatGPT - I just really enjoy explaining this stuff! :sweat_smile: Been working on this answer for like an hour - two hours because I care way too much about this project.

very nice destruction system! The VFX for the bomb is very satisfying too. My main complaints is that I felt overwhelmed while playing, the UI takes up a ton of screen space and I was getting popups and notification sounds all over. Also the dynamic DoF effect is quite intense. I feel like scaling these back/simplifying the UI would very much improve the experience ^^

2 Likes

Thank you so much for the feedback! This is exactly what I needed. :folded_hands:

Yeah, you can already hide some things:

Currently hideable:
• Quests (the arrow button) ✓
• Leaderboard (Tab key) ✓
• DoF effect (in settings) ✓

But you’re totally right, I need to add:
• StyleHUD toggle
• Notifications toggle
• DoF intensity control

You’ve highlighted a crucial oversight - I’ll prioritize adding toggle options for the StyleHUD, notifications, and DoF intensity in the next update. The constant visual noise definitely hurts the experience.

and I should probably write that this is the Hide button next to the Hide button(Now its just a arrow) (in QuestGui)

Thanks again for the specific, actionable feedback! This will directly shape the next update.