For the past 3 months I’ve been working on a Roguelike game, which is now in Alpha testing. Even tho it is in Alpha, I made sure to remove all the bugs I have discovered.
Before I start advertising the game, I need completely honest feedback, so I can improve it as much as possible.
You can give feedback on all aspects of the game: Core Mechanics, UI, Level Design.
Ragalit is a first person Roguelike RPG game, where the player has to progress through stages fighting different types of enemies with a bow. Being weak and fragile at start, player progressively gets to choose from random upgrades, that make him and his weapon much stronger, and give him unique abilities.
At some stages player faces Boss NPCs, who are much stronger and harder to dodge, than normal enemies.
Main focus of the game is Single Player, but there is a COOP Horde Survival for up to 2 players, and in 8th of june there will be opening a PVP arena, where players can face each other in various challenges.
Once again, please don’t hesitate to give fully honest feedback, as the purpose of this post is to improve the game before Advertising.
Also, I am gonna be advertising via Roblox Ads and Sponsored, but if anybody knows better and more effective ways of advertising, please do suggest that too.
I’m currently playing your game and from here I will give my advice:
The game sometimes take a while to load in so all you see is basically a void, what I would suggest is adding a loading screen + a main menu with some options: - Play, Credits etc.
Once you’re done with the Character menu if I say it right you spawn in an empty room, and you can basically see everything around it, Personally I would make a small box which is filled with stuff, so it’s prettier to look at.
The bow shoot its arrow automatically, I would like it to fire my own arrows instead of the game doing it for me, and the areas look a bit empty, also the walls look just like a square and i would like to see some depth in it + some mobs/enemies don’t chase you, so there isn’t really a fight, it’s more like an afk game atm.
Smaller slimes move way faster than you do, so you die quickly, which can be a pain for beginners.
I would like to see a faster Proximity Prompt timer on the Proximity Prompts because sometimes it takes a bit too long to activate something and if you are a speed runner for example it sucks tho. Also make the portals with a touched event, and not with a proximity prompt, it personally feels different.
In general the game is nice in an alpha state, But the feeling of too large and empty rooms in the lobby and repetitive areas doesn’t make the game feel like much fun, also I would suggest adding some sort of special attacks. Because fighting a boss with an arrow shooting every 1 second will take 2 minutes of your life, and I know you need a challenge, but it doesn’t really feel like one.
I hope I didn’t hurt any feelings and if I was too rude. But you asked for an honest opinion, and I hope you can do something with it.
Also, about the question you asked for advertisement, I would skip the ads on Roblox for a bit, since some games spent 100k per ad and yours will not show as much, what I did was contacting smaller YouTubers and from there work your way up. It would be a shame to lose any robux you can use right :).
Not at all, you have very valid points which I will execute in the game.
1 and 2. Good suggestions, definitely will be done.
The game is meant to be played on Mobile also. With mobile device controls, it will be incredibly hard and frustrating to move, dash and shoot at the same time. + The game is meant to be Idle-ish.
Smaller slimes are supposed to move faster, thats what makes them dangerous. The player is supposed to use his dashing to get away from them. And time his dashing because he has a limited energy.
Good suggestion, will be done.
Which enemies didn’t follow you? If you mean the one bee at the very first stage, it is just for starting the game and isn’t supposed to hurt the player. And if you mean the plant shooters, they shouldn’t follow the player, they are ranged NPCs that shoot at player.
Ah, some enemies for me bugged out in the early stages, but once I got closer they eventually started moving.
I believe you can check if someone is playing on mobile or console or whatever, or you add a menu, so players can choose on which device they play on and from there you can change the user’s play style?
Interesting Idea. My thinking was to give all the players equal abilities/opportunities, and differences in playing mechanics would contradict this. But I suppose it is already harder for mobile players because of control differences, so making PC players shoot themselves would kind of balance it.
Even tho you give players equal abilities or opportunities, for example like an obby game, someone on a pc will be a lot faster and better than someone on mobile, it maybe sounds like a stupid comparison, but I hope you understand what I mean.
before the character loading screen, i could move around for a bit, which feels like a bug.
some prompts take too long like the portal
it feels odd shooting automatically once everyone’s ded. maybe add a toggle or make it stop shooting when everyone ded?
the gates when you die feel slightly too far away
when the genie offers one of 3 abilities, that wasnt clear. i assumed i unlocked all of those abilities and was unsure how to get rid of that screen. i clicked randomly and selected an ability.
maybe the tutorial mentioned it and i forgot. the tutorial i feel should be more dynamic: teach you as your doing stuff so people dont have to read it all at once. and you should be able to click something to show it again.
looks interesting, i like the gates n stuff, just needs more variety in the maps/moves, and needs something to make it feel more… dynamic, get the adrenaline going.
Added an option for the player to toggle on/off autoshoot by typing in chat the command /autoshoot (this will be displayed in game’s description, as well as explained in game’s tutorial section). After turning off the autoshoot, player will have to click the mouse button to shoot an arrow. In this option there is also an animated reloading gui, that hints the player when the next arrow is ready to shoot.
Made it more clear what the player should do in genie upgrade Gui.
Made the tutorial dynamic. Now instead of one giant text, there are small hints what a player should do. First the player is taught to Dash, then to shoot (both automatically and manually), then how to choose upgrades and progress to new level.
What I FAILED to do, is come up with ideas on how to make the game more dynamic, as it has been suggested by many people. If you have specific suggestions about this, or anything else, I would be much grateful.
(While suggesting dynamic improvements, please keep in mind that the game is also Mobile optimized, so having something like 5 key combo won’t work )
Do make it more dynamic it needs to be busier- busyer? bizzyer- u know what i mean
You need to make people’s brains work a little more, give them some other objectives/goals like:
-Power ups. If these are dropped randomly over time with a limit, or by chance when killing an enemy, people will want to go to them once its safe for a temporal boost. Multi-shot? Double jump?
-Wider variety of enemy types. Some shooters on the walls at later stages?
-Mobility. Think 3 dimensionally. Some platforms near the edge to jump on? You may have to look into pathfinding so If you are on a Platform And they are near a Platform Then they jump to get on it. Some enemies could spawn on higher areas. What if some projectiles are just high enough that you can duck to avoid them… at least untill the enemy adjusts its aim…
-Objectives. An npc trapped in a cage or in some other kind of peril in some maps? Perhaps you need to find a specific object in some maps to free them. Is it laying around behind some wall? Is there a chance an enemy will drop it? Is there a specific enemy which will drop it? Will freeing the npc make it easier to clear the round? A buff, or perhaps the npc fights alongside you? Or gives you an upgrade like the genie?
-Interactive map. Buttons to press? Items which do certain things when you shoot them? Maybe shooting an explosive barrel can cause a boom boom, so its useful to lure enemies near? But perhaps as a downside it damages some cover… And perhaps things to avoid shooting, like hives? Maybe a strange level moves a wall for whatever reason.
-Other collectibles. Maybe there are strange relics lying around, and maybe some maps have strange monuments. What would happen if enough of these artifacts were placed on such monuments in slots which just happen to be the same shape?
Some maps which are more designed to go from A to B rather than AAA GET IT OFF OF ME, GET IT OFF OF ME!!! runs in circles Small almost maze-like ones too?
Remember, you can use ContextActivationService to create mobile buttons relatively easily, which should make it easier for them to perform a variety of actions.
This is honestly a really fun and addicting game but there are a couple things that I think might be better if changed. First of all, I find the proximity prompts on the portals kind of annoying and I think It would be better to just walk into them. Secondly, there seems to be a bug where if you back into the wall then shoot, your arrows twist around so the side of the arrow is in front. Not really a big deal but kinda weird and annoying. (I don’t have time to review the game much right now, but I’ll probably update this tomorrow).