- To make the difference more clear, match the name shown on the UI with the one shown on the stall. So, if the stall is used for powerups, change the display on the stall from “shop” to “powerups”.
Got it.
I see your powerup ability point.
- To make the difference more clear, match the name shown on the UI with the one shown on the stall. So, if the stall is used for powerups, change the display on the stall from “shop” to “powerups”.
Got it.
I see your powerup ability point.
I want my Obby Battles to be a game for everyone. I don’t want my obbies to be too hard for underage kids, and hard for teenagers. Because of so much of the platform being under 13, I really want to be aware of those kids too who want to have fun. That’s why my obbies are not hard at all.
I would have a detection for how many “skilled” players are in the server.
If more skilled players are in the server, have a map voting option for a more difficult obby.
You can determine if a player is skilled by looking at their wins or points, preferably wins.
I honestly don’t see any way to enhance them, they’re just unbalanced because its impossible to counter a flashbang by going faster.
You could try QTEs (Quick Time Events) to avoid the powerup, stopping the player from moving while the QTE is in action, but that doesn’t really fix the problem of them being uncounterable, they still hinder your progress.
For me personally, it just wasn’t fun because how easy the game was for me, and also how short the obbies were.
As a solution, I would make each obby have their own time limit, so you can have long ones and short ones.
(I usually beat the obbies you had in around 20 to 40 seconds)
And I would also rethink your difficulty system, a 4 star seems pretty high difficulty, but in my eyes it should be a 2 star or a 1 star.
You could replace the difficulty system with something seen in Beat Saber, or Sound Space.
Easy
Normal
Hard
Expert (Beat Saber), Logic? (Sound Space)
Expert+ (Beat Saber), Tasukete (Sound Space)
Trying to judge a difficulty based off stars may be difficult for some people, and simply reading “Easy” will make the player know its easy.
If you want to expand on that system, you could do something like RoBeats, where easy is something like 0-7 difficulty, Normal is 8-12 difficulty and so on.