The idea as it stands right now isnât very good. Not as an insult, but I almost fell asleep reading about the insides and outs of how these cars work. Some people enjoy that stuff⌠but almost all of the Roblox platform doesnât enjoy learning about cars in such a detailed way.
Your game is too real. And I know, that sounds surprising⌠but it is true. Thereâs too many complex things to learn. The average player would probably quit playing. So, you need to dumb it down a bit.
Keep the number of components to a lower amount. The idea about how tools break down and you have to buy new tools is good, but you should have maybe 15 components in a car, not as many as would actually be in a car irl. Maybe divide up the many complex mechanics of a car into âsectionsâ so players can comprehend them⌠Ex. instead of upgrading the valve cover and valve, they would be upgrading âsection 3â of the car.
Make more social interactions. Make this more about racing as well. Mechanics can get old pretty fast if there is no purpose to them. Make the main theme be about social interactions and racing, because that is what will hook people in. They get to show off their mechanics to others⌠And sure, mechanics are ok for a few minutes at a time, but people should feel the main thing is that they are racing awesome cars against others, and DESIGNING new cars that look really cool.
And just a note: if you are going to do this, you need to be REALLY detailed about it. Nobody will like the game if itâs not detailed. Every component will have to be in tiptop shape, from modeling to scripting.
You have a great idea, but I just want to remind you that not everyone is as passionate, interested, or patient enough to learn about cars like this. So, you will probably need to dumb it down and keep the components of driving and showing off at the forefront of it all.
I agree this is a learning curve. This is a car game thatâs meant to teach players basics of working on cars. This game is also meant to inspire people to work on their own cars. On paper this game sounds very complicated, but in reality the game is really simple and there would be a lot of resources for working on cars. This document is made to explain how cars would work to a non-car person. I am giving every detail I possibly can and this game is already simplified a lot. Itâs just that thereâs a lot of variety. Thereâd be repair manuals that look like Lego building instructions. The player also has the option to turn on hints to help them understand cars better.
At the same time, no one wants to continue looking at manuals. They would prefer to know what to do off the bat (like a tycoon) and not have to refer to something every 5 second on how to play the game.
Now, I know a couple friends and people in general who would play this game for hours. However, I am not that into cars. I think a game like this would be very cool, but you have to be sure that somebody could join and not have to research the ins and outs of an intake filter.
Also, I feel that just repairing cars isnât enough to keep players engaged. Adding possibly racing, custom paint jobs, and maybe even giving players their own car to drive wouldnât be a bad idea.
In all, good concept, but youâre going to need to change this idea a lot in order to attract Roblox players.
This game sounds complex, not only on paper. It is very complex. Maybe not to you because you know about this stuff, but from the standpoint where I am at now, I would rather play Adopt Me than this, and I really DO NOT like Adopt Me (no offense to its fans and the devs itâs a high quality game). This is not a game for younger players. And older players wouldnât enjoy the complexity.
You seem very enthusiastic about cars, but a player doesnât want to have to look through a manual. The repairing part is great, but nobody will want to play if they have to spend more than a minute or two learning new things⌠And they will most likely stop playing if they need to spend more than a few minutes per hour played using the repair feature.
Just donât let your enthusiasm get in the way of reality⌠Itâs great that youâre passionate but itâs not good if you let that passion blind you to the fact that players want to generally relax while gaming, not have to go through a whole ins-and-outs of learning mechanics. If they wanted to do that they would attend a class.
Customization, socializing, and racing are what should be at the forefront of your game. The mechanics are awesome, but you really should simplify them to a limited number of caretaking needed, and a limited amount of parts to customize/ replace.
You can go ahead and ignore this, but I believe you would be making a grave error. Youâd be spending a lot of time to make a game that in the long run wouldnât be as successful as it could have been.
It is almost completely different from other games.
People will keep coming back so they can get the absolute best parts for racing. Donât make the game too easy, or people will leave after a few visits.
You could monetize the game by selling parts or in-game money for robux.
Tips:
Make sure that there are a LOT of different kinds of engine repairs so playerâs donât get bored or think itâs a simulator.
You should have different tiers of tools. Example: You start with a wrench, then you get a ratchet/socket set, then you get an impact driver, etc.
Like @ijvyce said, donât make the game too hard to learn, however, some players might really like realistic engines. I personally think the option between a simple-car mode for younger kids and a realistic-car mode for older kids/adults who want to learn how to work on cars is the best idea.
By the way, I would really like to try your game! I like car racing games and building games!
The average player might not like how complex it is but there are plenty of players who would absolutely love the complexity of this game.
The only problem with removing the complexity is it would be removing one of the main selling points of this game.
Lets say I make a hardcore survival game but then I figure out that the âaverage playerâ doesnât like things that are super hard or annoying. So then I remove it.
I have then removed the whole point of the game taking that away from the people who would have loved that about it.
Oh yeah did I forget to mention there will be tutorials for each job? This game is meant to be very easy for the player to understand. The engines are VERY simplified from what I could say since I donât plan on actually having bolts for the engines. The players just pop off these covers and parts and they can place them back in the same order. I think itâd be cool to have a reset to stock button.
I think this is a neat idea. As with every game if you start going really deeply into the mechanics of it, even games like Lumber Tycoon 2, there are a lot of types of trees and lots of ways to increase your revenue for a given amount of wood. However, itâs not critical to the game and people play it regardless.
Itâs about having something for everyone. Simple enough that non-technical people can enjoy it, whilst being rich enough for those interested in all the details to enjoy it too.
Itâs a really nice idea and I think youâll find a reasonably sized audience who are interested in playing. I certainly would spend a few hours casually playing it.
I think you absolutely nailed it on the head with your hint mode that just highlights the next steps. That is what takes it from being a very technical game that relies on language and manuals, to being completely international and easy for all ages.
I think this idea could work out really well, if itâs executed in the right way. Do you think I could get into contact with you, so I could possibly discuss some of the things I have in mind that would make this a great game?
I think thatâs a great way to describe it. On the surface the game is meant to be fun and simple. But you can dig down deep with stats, aerodynamics and all that fun stuff. I think itâs the way I made the game design document that it sounds like a very complex game but itâs not really.
To make the game appealing to more players, you should add multiple difficulty levels, each with increasing numbers of engine parts and increased racing performance.
Example:
Easy - 10 different engine parts, stock racing parts
Medium - 25 different engine parts, slightly better racing parts
Hard - 40 different engine parts, good racing parts
Realistic-car - 100 different engine parts, very fast racing parts
This is a great balance between simple enough so everyone can play and complex enough so players that are more interested in cars can still enjoy it. As some people have already said though, it is a little on the side of too complex. My suggestion would be to keep the idea as a whole but reduce the parts that you can repair/remove/upgrade so that it is in the range of about 10-15 and add a harder mode (maybe with a player level requirement to access it so lower level players have something to work for?) with 25-30 parts.
Iâve been in discussion with Crazy, and weâve chosen to slowly introduce new and selectable levels of complexity when it comes to the core concept of interacting with the components. You start with the easy stuff, and slowly unlock new levels of complexity as you progress in the game, however if there is a specific level you want to work with, you can choose that level.
Itâs a cool idea but only fits into a small, select audience of players.
Instead of having lots of fiddly bits, I suggest you simplify the construction element so a 7-year-old could do it (if you have a younger sibling, ~10 years old, ask them to play the game by themselves, without any hints or prior advice).
Who cares if the game is really niche? It doesnât seem like he cares about making money or having a high player count. I think itâs an awesome idea!