TNT Rush

I’ve been working on a fun project: TNT Rush. Basically, players are put into an arena where the floor falls down after they’ve walked on it. (Kinda like Snake meets Spleef) We’ve spiced it up with several game modes and maps. We have gear and perks, and we’ve also added different game mechanics such as blocks that regen, and bouncepads. We also have fun cosmetic items such as costumes and run trails. It’s got some awesome music from around the web.

(^ Thumb by JohanSKrueger)

This is the first project I’ve ever worked on that I can actually play for hours without getting bored. It’s pretty addicting.
(And no, there are no textures from you know where. They’re all custom made.)

When we’re finished, it’ll be free. But for now it’s paid.

I found it rather confusing and then annoying because I didn’t understand what was going on, then bored because it wasn’t any fun because I didn’t understand what was going on and because I was annoyed.

GUI: 8
Game logic: 9
Gameplay mechanics: 2

You have objects that do two separate things (explode or fall). That’s bad and confusing. Next is that you have a few similar game modes (lit, normal, double coins, cave-in) and then one where everyone gets knives. That’s also confusing. The thumbnail pictures a guy running through a corridor on top of crumbling TNT, which evokes an idea that this will be something along the lines of Speed Run. This idea that there will be running along a path is not represented at all in the game; it makes the game not meet expectations.

Yeah. It’s confusing. We’re going to work on a tutorial at some point before final release
I’m happy that we do good on 2/3 categories… Now we just need to work on gameplay.

Yeah, the thumbnail is also confusing, because it’s a gamemode that’s not added yet. “Race” will be like the thumbnail. Every player will have their own little course, or it’ll all be one big course (depending on the map.)

Do you have any other feedback to help us make it better?

Lack of controller support really got me on this one :frowning:

It’s under review.

I would try it out, but I currently only have access to my laptop, which is hardly able to run studio with a blank baseplate.

Ok. I’ll see what we can do about controller support. We hadn’t even thought to go there yet…

Can I just say one thing that bothers me a ton immediately. The amount of time in between playing the game and pressing play on ROBLOX.

There is so much waiting.
[ul]
[li]Loading Screen that if not skipped takes a really long time[/li]
[li]Weird collab intro show devs that takes too long[/li]
[li]red penguin logo[/li]
[li]game intro screen[/li]
[li]play button that needs to be held on click?
[li]intermission[/li]
[/ul]

Nit picky stuff:
The particle effects are cool but not good enough for my standards. I thought the tree leaves were weed at first. The stuff on the waterfall’s lifetime is too low and looks too flashy. Also when it shows the winner the camera moves really awkwardly.

Also people says its complicated but you don’t need to do a tutorial. All you have to do is add some information to the screen right before the game starts.
Like show a picture of the normal blocks, brown blocks, tnt blocks, coins, red coins. And just list what they do.

Especially on randomized rounds add things like the knife and write “click to swing” next to it. It would reduce the time-wasting and deterring properties of a tutorial.

Also metal gear.

Totally adding Metal Gear Stuff.

I think this has a great deal of potential.

One idea that I’d like to toss out is to consider not making a tutorial in the traditional sense. Right now you’ve got Noob giving us a long speech about how the game works, and it feels slightly repetitive, and I’m not sure how much of the info presented I actually remembered. If possible, I’d like to see a tutorial round of gameplay. Players are given a super easy level to run through, and along the way they are stopped and key gameplay elements are pointed out. This makes it so players are learning as they play, which may be more effective and more fun than simply reading some instructions.

We totally need to do an interactive one. And if no one else will do it, I’ll probably end up making it…
Sometimes it’s just hard to get other people in the project to listen to the feedback.
(It has to be their way, -_-)

Thanks for sharing though :smiley: Now I have proof that more people think it needs improvement.

The game is fun! Coins seem overpriced. Gameplay is fun but the tutorial helped me a whole 1%.

@Gordon
We’ve redone the tutorial to be more interactive. Tell us what you think of it.

We’ve released. I hope it can succeed…

Issue with the ice in the tutorial: When you step on them to turn into dirt or inactive TNT, get to the checkpoint, and die. They reset to ice.

Can someone tell me why the benches in the lobby are a 1:1 recreation of the benches in the Deathrun lobby?

Deathrun:

External Media

TNT Rush:

External Media

I appreciate that you like my benches, but I would’ve prefered some more originality.

The tutorial (the new one) introduces the game as a puzzle-platformer with interesting mechanics, and yet when I was teleported back to the game all it was was a regular game of spleef. I did not understand :uhhh:

(But I did like the TNT and Dynamite soundtrack from Tony Hawk’s Pro Skater!)

so, you got one gamemode were the TNT explodes.
it tosses you in the air and does… nothing.

i expected some micheal bay inspired action when i entered this game, but i just found falling TNT bricks.

My camera was stuck on a waterfall.

Sorry for all of the issues…

Our builder apparently sat in Deathrun studying the benches… XD
We’ll change them soon.

I said that it’s snake meets spleef… And there is a race gamemode that is more like the tutorial. I’ll make it chosen more commonly.

The tutorial is supposed to regen if you die. So stuff turning back to ice isn’t a problem.

Oh… I think I know why the camera sits at the waterfall… I’ll fix that. Sorry.