Released my first game - Tank Royale! What do you think?

Hi,

After a lot of hard work I’ve released my first ever game. At the moment the like/dislike ratio hasn’t been what I was hoping for. Im looking for as much feedback as I can get so I can improve the game

Upgrade your tank and battle your friends with over 20 types of tank and a ton of upgrades!

Please let me know what you think: Tank Royale [PVP!] [NEW!] - Roblox

6 Likes

It’s honestly pretty good and well made, good job. You should make a city map I think that would be cool, maybe some game modes like team deathmatch, king of the hill etc.

1 Like

Thank you! Anything in particular you think I could improve on?

1 Like

Not sure, but I felt like the gui was really big and packed together, maybe making it a bit smaller/separated.

1 Like

That was actually something I was working on! What do you think of this mock-up UI I made?

2 Likes

That one looks better, nice job.

1 Like

feel like some .io games

its cool i guess

1 Like

The control scheme is fluid & responsive.
In the heat of battle, the direction of the tank body relative to the turret isn’t always clear. A directional indicator might not be bad idea.

I like the environments so far.
Environmental destruction/hazards could add additional tactical interest.

The music is a bit repetitive. Maybe save the more dramatic themes for certain intensities.

I like that there’s NPC tanks to keep the players active.
Some team play [with the NPC tanks] at different ends of the field [maybe with bases] might keep players engaged.

I was a bit surprised that my Roblox’s Avatar’s head wasn’t sticking out the top of my tank, but I don’t know why I was expecting that.

There are some issues with camera jitter. But nothing too severe.

The tanks fall at respawn. While that’s a bit jarring, that’s not really a problem without fall damage.

With some polish (& advertising), this might continue to do well.

1 Like

Thank you for the feedback! Anything changes you could recommend that would have kept you playing longer?

I’ve noticed that once you’ve maxed your tank out, there’s little left to do other than hunt fresher players down.
Some of the newer, less persistent users will be run out of the server.

Also, there seems to be no “in-play” display for coins.
It’s not evident whether coins are credited to the players account officially, gradually, or all-at-once after death.

Just to be sure, I waited for another player to kill my tank, so I could “cash-out”.

(Of course, NOT showing an “in-play” display of coins earned, DOES keep some players from bailing the very minute they have enough for a specific skin.)

“Cashing-out” took longer than expected, as some of the other players exhibited “bot-logic”, by not attacking a much stronger tank, even when that tank followed them around.

Not being able to “cash-out” with a button-click, DID keep me on the server slightly longer. (But again, in the cases of players wanting to hunt longer with a maxed-out tank, that would pair with the risk of running newer players out of the server).

I played longer, after reaching higher levels, to try to discover other upgrade paths.

Spoiler: the upgrade after the Octo-Tank isn’t a 16-barreled tank.

(I’m procrastinating. I’m supposed to be working on my own game.)

1 Like

Thank you for helping me out while procrastinating haha!

I’m glad the game kept you interested enough to try out a bunch of different tank paths

I completely agree with

“ I’ve noticed that once you’ve maxed your tank out, there’s little left to do other than hunt fresher players down.”

I’ve been toying with some ideas, heres a few:

  1. When you get to level 50, you can “rebirth” with a 20% bonus to all stats, and a size increase.

  2. When playing you earn “Tank Points” - you can use these tank points in the main menu for permanent upgrades which last across tank lives

What do you think about these ideas? Anything you’d change?