Hello! I am currently making a dodgeball-parkour game, and I was just looking for some feedback on what I could improve about the lobby area and a few mechanics within the game. (It’s a 2+ player requirement for a round to start so don’t bother about that).
The concept is cool, but I think the execution needs some work. Here’s what I noticed while playing:
If you kill yourself (by falling into lava for example), you’ll be able to respawn without the enemy team gaining anything. I feel like players could exploit this by intentionally dying while they’re in danger.
On some of the larger maps, the balls are very hard to score knockouts with and aggravating to use at times. With the large open spaces you’re playing in combined with players’ high speed and jump height, it takes a lot of trading shots before someone gets knocked out. I also found that the balls started to get quite laggy when there was more than one player in the game, which makes these issues worse. There are many potential routes you could go to remedy this, but I wonder what it would be like if the balls didn’t have gravity so having to arc your throws properly wasn’t a factor.
While I was playing with someone else, I got knocked out and he left immediately after winning. I got sent back to the lobby but the game still thought the match was in progress, so I would’ve had to rejoin to keep playing.
You can press backspace to drop the dodgeball tool.
Hello,
Thanks for your feedback. I have made the following changes:
The ball tool is no longer dropable.
If the player leaves, they cannot be set on a team - error is handled for.
Touching the lava will eliminate you.
The balls are slightly bigger.
However, I’m not quite sure what to do about the issue with the balls (besides make them bigger, which I have already done), and I don’t really understand your suggestion about the gravity. Can you provide any suggestions?
What I mean by taking away the balls’ gravity is making them move on a straight path wherever you throw them rather than falling to the ground in an arc. Again, this is only one idea you could experiment with; I think you might also want to try scaling the game down by decreasing the size of the maps (some of them at least) and the characters’ move speed and jump power. It’s all a matter of tweaking things until the game feels satisfying to play.