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.
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!
Average FPS: 60
Platform: PC
Average Performance Stats:
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
From the below picture,
My camera is super high for some reason after closing the book
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.
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!
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! 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 ^^
Thank you so much for the feedback! This is exactly what I needed.
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.