I’ve poured all summer into making this game a fun, addicting experience. At heart, it’s a physics-based survival game with destructible maps. There’s a pretty deep metagame, though- there are 20 Skills (upgradeable to level 3) that you can use to alter gameplay, & 9 Perks to improve your character in slight ways. Whether you choose to use them to help your friends, be destructive, or just stay out of danger is up to the player’s personal playstyle. These two features alone make it so the game has a sense of progression, and makes it so there’s lots to collect!
I did my best to make a fun, appealing game that also has plenty of replayability, but also has a good chance to be profitable. I’d enjoy it if you guys checked it out, played it, & spread the word as best as you can! :woohoo: This is a big love letter to ROBLOX from me, and I hope you enjoy it as much as I do.
This game was also my first venture with FilteringEnabled on, so it was quite an undertaking. I learned a whole lot from making it.
Something that every game using a surplus of decals needs:
--preload all your assets, then:
while game:GetService('ContentProvider').RequestQueueSize>0 do wait() end
A legit loading screen (preferably with a progress bar) for this game would be great. It drives me crazy when I’m unable to see all the Gui elements while in the middle of a match. For someone with a slower connection, the load time for these decals is considerable.
There’s also no indication of the presence of the individual Gui elements unless the actual decal is loaded, so a player can be unsure as to whether they’re seeing everything they should be.
Players at least shouldn’t be placed into a match until they’re finished loading assets.
Thanks for that. I wish there was a way to get all the decal/GUI assets from the place file and put them into a table, though. That’d make implementing that much easier.
I’d like to mention that it doesn’t go through scripts just yet (I’m trying to make a game for the contest, so… :emo-angst:) and doubles are not filtered either. Other than that, a table is created for you with the click of a button!
You have a great style, man. Everything is really well put together. It’s clean and it feels full.
I like the lobby, and how it surrounds the game area. The decals and audio are delightful, but I definitely agree with Trae on preloading. I also like how you have so many different types of bombs that all have unique behaviors. There are lots of other little things that I really appreciate, like pitch shifting of sounds as rounds end or when you die. Those little things are really cool, and I’d say key to getting that feeling of a really fully developed game.
I like the concept a lot, but to me, I think the gameplay is lacking a little bit so far. It just seemed really easy to make it through a round, even with full health (which I think could be a good badge idea). I think there needs to be something more to make the game more intense and exciting. That could be just increasing the volume of bombs coming down, or increasing the damage of each individual bomb. I’m kinda thinking more the latter. At least for some bombs, it just didn’t really feel like they were doing much. You could also speed it up. Many of the timed bombs seemed to take a while to go, and it made it feel slow. It makes it hard to be caught off guard by a quick bomb appearing behind your back.
Great so far, but gameplay needs a little bit of work. Keep at it!
[quote] -snip- [/quote]Thanks for the input, friend! I’d love to make the game harder, but as it stands, the majority of ROBLOX wouldn’t be able to get a single win if it was any more hectic.
Rounds have a random intensity set at the start, so some are more crazy than others, if that helps you feel any better. I’ll try and tune it so they can be more hectic sometimes, though. If you’re looking for challenge, you can always try out the Hardcore perk, which gives you very low health but also gives you a bonus for winning with it.
EDIT: I messed with the round formula a bit. 1.33 servers should be a bit more hectic.
[quote] Loved it so far! but do you think that maybe buying new abilities is too cheap? I seemed to be able to buy 5 of them in almost 2 rounds.
Not saying its a bad thing, but people like progression, and if it takes longer for them to unlock things. They will play longer. [/quote]Skill pricing ramps up gradually as you get more & more! Also, when you first join the game, you get a lot of badges that give you extra credits. So I guess it makes sense that you can buy a lot near the start of your playthrough. The price ramps up when you have 10 skills & then again when you have 15 skills.
Nice game. I like your Graphics and the User Design. I will give you you a few suggestions
User Design
Buy Gems and Buy Gamepasses seems out of place, other then that great !
Map Design
You are lacking on this. Didn’t you have the time to do this properly ?
Lobby Design
Please come up with your own lobby design, instead of copying a bunch of elements from theRal. I really like the Minigames still
Gameplay
It feels slow, since the Bombs that follow you can never ever come close. Also what is the purpose of the Bomb that makes the map flash with blue and yellow. I was excited, but there doesn’t happen a lot with that Bomb.
[quote] Buy Gems and Buy Gamepasses seems out of place, other then that great ! [/quote]I hear you on that one. I’m a bit exhausted after making sure the launch went okay (I didn’t get any sleep last night, whoops), so those two buttons were kind of shoehorned in. I’ll try to make them fit in more later.
[quote] You are lacking on this. Didn’t you have the time to do this properly ? [/quote]I’m a bit confused at what you mean here- the game has 45 maps, from a pretty wide variety of builders.
[quote] Please come up with your own lobby design, instead of copying a bunch of elements from theRal. I really like the Minigames still [/quote]Considering the game started as a throwback to theRal’s (now closed) Bomb Survival 2 game, I guess it doesn’t shock me that the lobby feels a bit like it. I’ll try and add some more flair to it that’ll distinguish it better in the future.
[quote] It feels slow, since the Bombs that follow you can never ever come close. Also what is the purpose of the Bomb that makes the map flash with blue and yellow. I was excited, but there doesn’t happen a lot with that Bomb. [/quote]The game’s a lot more hectic with a full server, I promise! Also, the flashing bricks are electrified and will damage you on touch.
Thanks so much for your interest & criticism, guys. Means a lot to me to see this project growing like it is right now!
I’m a bit confused at what you mean here- the game has 45 maps, from a pretty wide variety of builders.
I didn’t know you had that amount of maps. What I meant with it : It leaked detail, I personally would like to see more detailed maps that look pretty, then 40 maps that don’t have much to offer. (That 2004 look good for a few maps, not for a entire bounch of them. It makes the game feel old.)
[quote] I’m a bit confused at what you mean here- the game has 45 maps, from a pretty wide variety of builders.
I didn’t know you had that amount of maps. What I meant with it : It leaked detail, I personally would like to see more detailed maps that look pretty, then 40 maps that don’t have much to offer. (That 2004 look good for a few maps, not for a entire bounch of them. It makes the game feel old.) [/quote]I picked maps based on how fun they were to play, not on how pretty they looked. That being said, plenty of maps look pretty compared to others. I just prefer having fun physics gameplay instead of being overly picky with aesthetics as far as destructible maps go.
[feedback]
-The feel and design of the game is amazing!
-I managed to break it somehow. My character never respawned and I had to rejoin…
-The rounds feel very long.
-Why can’t I kick bombs like I can kick the soccer balls? That’d be amazing.
-Great job! You can feel the quality.
[/feedback]
[sub]Are you ever going to make me two adds or did I misunderstand our deal?[/sub]