Spleef Battles Gameplay Feedback

Contemplating New Name Ideas - Spleef Battles WILL Have a Name Change

Hello everyone!

Theevilem here, and I want feedback on my game. I have been working on it for about 7 days, and I would really like it if some of you fellow developers could check it out and give me some suggestions. Tell me what you think about the gameplay, how it flows, if you find any bugs I missed while testing, just let your heart pour on here.

All feedback is welcome, positive or constructive.

Here is a briefing on the game so you know what to expect…
Intermission and Round Times Are Short For Testing Purposes
6 Game Modes Available (Randomly Chosen Each Round)

  1. Normal Mode
  2. Intense Mode
  3. Donut Mode
  4. Sword Mode
  5. Layered Mode
  6. Rising Lava Mode

Data Storage Works

  1. Saves wins and coins, as well as the types of weapons you have and all weapon upgrades

2 Game Modes Are Coming in the Next Week

  1. TNT Mode
  2. Shovel Spleef Mode

other features coming soon

Known Bugs

  1. Hitting AFK after intermission hits 0 and before player is teleported into arena, the player is put in the round, but isnt teleported, essentially earning them a free win
  2. The donut weapon appears as a brick (no functionality) for type 1 and nothing for upgrade 2 and 3
Link to Game

[NEW] Spleef Battles - Roblox

All the feedback and constructive criticism is well appreciated :slight_smile:

  • I made this post here as unless you are a Member you cannot post in the Cool Creations section on the forum without requesting post approval and I need feedback ASAP to continue development.

What is Changing

  • Debounce on Open/Close for Upgrade Menu
  • Make Tile Disappear Time A Bit Longer
  • Pets Will be Added
  • Making Map More Friendly With Lower-End Devices
  • Optimizing Round Start-Ups
  • Whole UI Re-design/overhaul
  • Trading system (adopt me-like system)
  • EXP per tile taken (high EXP with gamepass)

All changes listed above will be coming soon - for now I am working through the new UX and UI design, along with systematizing all of the features to come

3 Likes

Opinions

  • Platforms disappear too fast. Either wait a second before you make them disappear, or make the time they take to disappear longer.

  • When Players get teleported to the map, wait at least 5 seconds before the round actually starts as myself and others have died right at the start because we weren’t quick enough to focus.

  • Sword Damage and Donut Damage doesn’t make much sense - I don’t know what these are for but if they’re for a specific mode, then I wouldn’t make these as upgrades because currently you’ll only use them 16.666…% of the time and when you add the 2 new modes 12.5% of the time.

  • Apart from the Sword Damage and Donut Damage which I will never spend money on - there is nothing to play for. Only for fun which won’t last that long. Players want something to grind for, to keep them coming back. Perhaps you could add Pets to the game that players can buy for Coins?

  • This name doesn’t make much sense. Spleef on Roblox is where you click on a platform to make it disappear. On MineCraft it’s where you knock Players back off ledges. I don’t think this is much of a program as the current playerbase (mostly kids) will probably have never played og Spleef so there won’t be any confusion to them apart from wondering what Spleef is.

  • I don’t like your UI. It seems ugly to me and it’s very obvious you’ve used the :copyright: symbol for your Coin icon (nothing wrong with that).

  • The Map is very big and could pose an issue for low end device / computer users. If you don’t want to change the map, then you should set all the trees that cannot be walked on (such as outside of the map) to CanCollide = false as it’ll help with memory lag.

Possible Bugs

  • It seems like I need to click the Shop button 3 times to open and close it.

Overall, I think you still have a lot of work to do but it’s a good start!

2 Likes

Thank you so much for your feedback!

To start, the shop bug you mentioned isn’t a bug, I put a debounce on it to prevent people from spam-clicking to open/close and to prevent spam-clicking when purchasing items (to not double-charge a player coins).

The Damage on the Sword and Donut is an upgrade for the weapons. As you upgrade your sword/donut the damage it inflicts on another player also increases (giving you the extra-edge when fighting in those rounds)

Pets are being made for this game to give players extra boosts while in-game, along with game perks.

As for the name (I myself as the creator was a little distasteful of it), but I didn’t know what to call my game, any suggestions for a name?

I can definitely edit the map to make it more friendly with lower-end devices.

This was just the beginning UI for the game (an entire UI over-haul is to occur when all of the main frameworks of the game are set in-place).

And to finish off, I can easily optimize the round starting times, I can hold players in the air for 5 seconds and do a 5 second countdown to when it starts and releases the players (as well as optimize the disappearing tiles)

Thank you so much for your feedback, it was very helpful and insightful, and I very much appreciate it :slight_smile:

2 Likes

I think you should definitely remove the debounce on the opening / closing of the shop it’s rather inconvenient and it could make others think that it’s a bug or that lag is causing it.

I’m not sure what you could name it - but I’ll have a think!

Maybe put in OP what you’re going to be changing so that they know not to comment on stuff that doesn’t need to be addressed as it’s not permanent?

I’m looking forward to seeing this game evolve - it’s an interesting concept! I’m glad I could help!

2 Likes

I will remove the debounce on open/close and shorten it on the purchase buttons :slight_smile:

2 Likes

Im not at home and Im on a phone right. ow, I have to say I love the map, but couldnt play the game. :frowning: The gui debounces are just very annoying, you do not need a 3 second debounce on opening and closing a gui, even if you tween it just set the last argument to true. For a name suggestion I have absolutely no clue but make it funny and neat so people would be more interested in clicking.

What you need to ads: Trading. Absolutely trafing. Perhaps do what Adopt Me does and every week have a weekly item to grind for and after that week is gone you can only trade for it. This will keep players coming back trying to get that mythical unicorn you only see ever so often. I wouldnt suggest doing this in a lootbox manner, but perhaps a leveling manner, a player gets EXP after every round dependng on how many players they killed, and how many tiles they took (perhaps 0.25 per tile taken) and a gamepass to raise that to 1 per tile taken, so you get revenue. When they reach a certain level award them their item and its up to them to trade it or not.

Best of luck! :))

1 Like

Agreed on this comment. Also you should make then have 5 seconds to walk before platforms disappear.

1 Like

Excellent feedback, thank you so much :smile: I’ll add those to my to-do list

Okay, I will add that in :smile: