I know I already posted before, but I’ve made some updates and still really need your help testing my game and giving honest feedback — especially now that I’m closer to preparing it for promotion.
Here’s what I’d love to know:
Is the game engaging or does it feel a bit lifeless? If it’s lacking something, what could I add to improve it?
How’s the timer and stage difficulty? Too long? Too hard?
Would fewer stages per round improve the pacing/fun?
Also what should my target audience be? Pc? Mobile? Any Age?
You are not obligated to answer all the questions above, one is enough. (But More is appreciated
I played the gsme with you earlier, and I think its fun, and has potential. I genuinely didn’t wanna put my phone down, but o had to do other stuff. i was playing on my phone, and this msy hsve Been that i was doing other stuff while playing, but it was a little too hard, and im not a lil kid ofc. I think if your appealing to PC players, its perfect difficulty, if your appealing to mobile mostly, make it a bit easier. I like the aesthetic, and i undersood what to do. i also love how the ui isnt sll ul in my face, but i didn’t notice the money icon, solely because it was in a bit of a strange position. I think your game could do well.
It looks well-built and the visuals are in league with the common standard, but I personally didn’t find it fun. This because this game type already exists, namely in Super Blocky Ball - Roblox (and lolwut - Roblox which is more of a testing place I reckon) which has been around for over a decade and plays much faster and I find more enjoyable. While not an obby entirely, both games are a race with the rest of the server.
What also caught my attention was that the main key of this game - being a ball - doesn’t reflect to the obbies themselves. If you weren’t a ball, you could perfectly do most of the obstacles in-game, which aren’t necessarily the most original ever made. What I’d do is really emphasize the being a rolling ball aspect, and not one that just jumps around on thin edges and sometimes rolls down a slope.
That’s just me though, even in its current state I think it would gather a decent playerbase, because the games I mentioned above aren’t necessarily popular.
I intentionally kept the ball movement a bit lighter and closer to platformer-style controls rather than full rolling physics. That’s partly because, based on what I’ve seen, the more physics-heavy rolling games haven’t been that popular lately, and I wanted something that feels more controlled and focused on precise movement. That said, I hear your point, and I might explore ways to better reflect the “ball” identity in the level design to make it feel more intentional.
Thanks again — feedback like this is exactly what helps me improve the game!
To give the game some more life you could just add some minor details like when you jump the face changes, or when you take damage or whatever a different face happens. Just to make the game more alive.
Allow for different colors in the shop, blue, purple, e.t.c (Rainbow Gamepass?)
I’d also suggest excluding yourself from the leaderboards just check if the entry is your userid then skip it.
When you click the night button in settings theres another flash like it toggles on and off again
Maybe clean up the shrink button on the side too, only display it for mobile players since Keyboard can use ctrl
I’d prefer it personally if the stage was at the top (Using IgnoreGulliset Property In ScreenGui), then have the skip button below that. It looks kind of funky
The game is good! The ball feels like it should roll around a little bit more, however, if you’re trying to target younger people, then it’s probably good how it is. I also couldn’t figure out how to crouch, the shrink button wasn’t working for me.
They’re all fine!
Probably, but you should probably add more stages sometime in the future.
Thanks for your feedback! For the shrink system, its available in certain stages only and you need to press CTRL or the button itself. I will try to indicate somehow to the players but havent found a solution yet.
I assume its related to the ResetOnRespawn property under the ScreenGUI. If that’s turned off it could be your script, if so post that script or send it to me and we can try and narrow it down.
Ok, makes sense! I might have missed a checkpoint then. The easiest way I can think of is graying out the button or just making it completely invisible when you can’t use it. Graying it out is better visually in my opinion, but it might not be as clear that it doesn’t work compared to making it invisible.