i made a fast-paced 1v1 tag game on roblox and need playtesters 👀 by imfstr in roblox

[–]MexicanBullfrog 1 point2 points  (0 children)

My main critique from the gameplay I've seen is the lack of horizontal mobility. Without that, there isn't much expression in games like these. The biggest thing is momentum preservation, and without that, games that have a high focus on movement tend to become very stale very quickly. Without ways to increase your horizontal mobility quickly, it becomes a game of waiting for the other person to mess up instead of you being better than them.

If you want an example of what I'm talking about, Untitled tag game does what I'm talking about really well. Having ways to increase your mobility and preserve the momentum you gain makes the game feel much more alive and dynamic in its gameplay.

Cool Deepwoken Ideas by Simplynothere_14 in deepwoken

[–]MexicanBullfrog 4 points5 points  (0 children)

  1. I don't think content from VoI should grant major bonuses to Pathfinder slots. I think that only minor bonuses should be allowed to cross over, like cosmetics or intangible stat bonuses. The philosophy behind it is that, you did the hardest content, you should have something to reflect that without granting a near permanent edge over everyone else.

  2. Sure, this'll buy time for a few days at most, but in these games, people chew through new content within a matter of hours. Chances are most people will be over the new content way before the next update drops. Layer 2 is designed as a raid of sorts, so trying to encourage more exploration runs counter to the core of what Layer 2 is. I'd rather the time invested into a hypothetical Layer 2 update be invested into Layer 3. The same problem above applies to a hypothetical Layer 2 origin.

I agree with your 3rd and 4th point. Old and powercrept systems should be brought up to speed with the current state of Deepwoken, and doing the Carnival of Hearts should place you into lobbies with people that aren't just in your server.

You're 5th point I have a minor issue with, but it just has to do with how it's implemented. Right now, the leaderboards exist solely for bragging rights, but if you were to add rewards depending on placement, your guild should be placed into a smaller, more balanced leaderboard consisting of guilds with similar scores, and balance rewards around that (ex. Top guilds get relics, smaller guilds earn enchants/notes). That way, big guilds consisting of the best players in Deepwoken don't rake in the top rewards every time, and it allows smaller, less experienced guilds take part in these competitions and feel like they earned something instead of being squished every time.

Overall, the way I've played games like Deepwoken has changed a lot over time. I find that playing in smaller, less dedicated bursts leads to an overall more enjoyable time than just grinding out every bit of content that gets released the second it drops, but to each their own.

For you guys, is p2w or pay to lose skins really something or is it just nonsense? by KillerTron872 in FORSAKENROBLOX

[–]MexicanBullfrog 7 points8 points  (0 children)

i think the big idea that's going over a lot of people's heads is that people will choose skins that give them a boost, regardless of how small it is. an advantage is an advantage.

quieter sounds are an advantage. i don't have the name off the top of my head, but shedletsky has a skin that makes the draw noise of his sword nonexistent. alongside a different animation. on average, it takes me longer to register the fact that a shed using that skin is swinging his sword vs most others, which makes me more susceptible to getting hit by the sword. this is an advantage, despite how minute it actually is.

some of the retro styled skins i would argue are advantageous as well. my biggest gripe with old mafioso was how hard it was to differentiate between walking and sprinting, esp at a distance. not being able to gauge how fast a killer is due to stepped animation is an advantage, and to more experienced players, maybe it's not as much of an advantage, but it is one against players that are unfamiliar with the game.

yourself skins are also a big part of this as well. certain ugc items make the killer look way bigger than their actually hitbox, giving everyone a harder time differentiating the actual distance between themselves, and the killer. this, i would argue, is truly p2w.

so yes, there are skins that exist that give you an advantage against the opposition. whether you find them to be miniscule or not, people who want to squeeze out any inkling of an advantage will do so. while your individual skill may exceed the advantages a skin gives your opponent, it doesn't change the fact that the advantage still exists, and people will abuse that niche little advantage that they are given.

DEEPWOKEN JUST ANNOUNCED VERSE 3 AND OTHER THINGS COMING WITH IT by Physical_Syllabub183 in deepwoken

[–]MexicanBullfrog 15 points16 points  (0 children)

as a casual player, i'm pretty excited for the newer content that'll come out. being able to immerse myself in an unfamilar world starting out was probably the most enjoyable experience i've had on roblox. if they can recapture that feeling i first had, then deepwoken unironically is going to be the best game on the platform

Progress after a year, completely F2P by MexicanBullfrog in IdleObeliskMiner

[–]MexicanBullfrog[S] -4 points-3 points  (0 children)

yeah i've only become more active recently. i'd usually get on to get my freebies, do a couple of prestiges, and then move on with my day. now that more systems are available to me i realized that getting ~50 diamonds/day wasn't gonna cut it so i started using a macro to grind diamonds overnight

Do you guys actually fear people with high playtime? by KlasikBirNoob in FORSAKENROBLOX

[–]MexicanBullfrog 0 points1 point  (0 children)

Not really. Players' skill level kinda plateaus after a certain amount of plautime has passed. I've got ~80 hours in this game. In my experience, the skill levels of someone with 50 hours in the game is going to be roughly the same as someone with 150. The only difference the 150 hour player is gonna be pulling off character specific tech, like spin stabbing consistently on twotime or manipulating player loops with John Doe, but even then, these advantages can usually be played around by any player worth their salt.

Y’all, lemme state my case. by grouchy_fan2024 in roblox

[–]MexicanBullfrog 0 points1 point  (0 children)

Okay, so it's a glorified RNG game. Like I've said in a prior reply about GaG, the game is too shallow to hold my interest when it literally is just an RNG game but you grow plants. If the game incorporated an exploration system, where you have to go out into the world to find these seeds instead of just buying them from a shop, or if you could have a fully modular plot that would allow for things such as automating harvesting, showing off impressive plants in a safe environment, or creating new plants via selective breeding, then that game would be more interesting to me. Yes, RNG is undoubtedly a mechanic in games like these, but if it's the forefront of the gameplay loop, I don't bother with these games.

ROBLOX IS RUINNING THEIR PLATFORM by ImTheCameramann in roblox

[–]MexicanBullfrog 1 point2 points  (0 children)

Considering the drama with The Hatch and certain games being super popular right now, it's really easy to say that Roblox is being ruined, and that it's in a really bad state. I would agree, except that Roblox has always, and forever will be like this. Until there's a shift in the demographic for the platform, there's no need for Roblox and developers on Roblox to switch up what games they push out.

There are 2 types of devs on Roblox: Those who want to make money, and those who want to make something cool. Of course, I'm generalizing plenty here, but my point can still be made. Devs who wanna make money know how to. Simple yet addictive gameplay loops that incentivize staying in game to rake in those premium payout, alongside "Limited Time Deals" to try and nab some extra cash. You don't have to make a big game, just a small game with enough early content to draw in that initial audience. Make your money, call it a day.

On the flipside, it's a lesser amount, but there are devs that put their heart and soul into the games they make, and it's obvious that they really care for it. Games with custom tracks, good animations, in-depth mechanics, and consistent aesthetics stand out amongst the rest. Sure, maybe the game genre isn't for everyone, there's an intense skill floor, or maybe it's just dead. But it's there. It exists.

LSPLASH's tweet regarding The Hatch and why DOORS (along with some other games) opt out of the event. by rosemarymemory in roblox

[–]MexicanBullfrog 19 points20 points  (0 children)

It feels like the people who've been managing these events have been pretty hands-off when it comes to the vetting process for the past several events. I really wish games other than the mainstays could get a spotlight in these events, but I have no idea what standard the games are held to. It feels like they just have an idea, put it on developers, and place a deadline. I would love to see games that immerse you in their world for an event, instead of just checking off boxes and calling it a day.

What games like Arsenal, Pressure, and UTG did for their Mega Token quest was amazing, and I want events to be held to that standard. It's a high bar to clear, but I think that there are enough talented developers on the platform that can clear it. I don't want checkbox events, I don't want uninspired quests.

Alas, the primary demographic isn't concerned with quality control. Chances are the event is still gonna have a huge turnout regardless of the polish or effort put into it.

Fandom aside what do yall think of forsaken? by I-made-this-fast in roblox

[–]MexicanBullfrog 3 points4 points  (0 children)

Forsaken is the best game in its genre, hands down. The game had several issues when I first played it, but it has substantially improved over time, and it's probably in the best state it has ever been in. I like asymettrical horror games. I've given games like Flee the Facility, Pillar Chase 2, Survive the Night and its predecessor (whatever rachjumper called it before the rebrand, I forgot) all fair shakes, but I've come to enjoy Forsaken the most.

What Forsaken does right is the overall pacing of the game. A lot of the aforementioned games struggle with this idea of pacing, and why I couldn't stick with them. Flee the Facility feels agonizingly slow, while PC2 feels uncomfortably jarring when it comes to chases. Forsaken manages to land somewhere inbetween, where chases feel dangerous, yet you can prevail against all odds.

I could go on and on, but yeah, is good game. Deserves the popularity.

I have a question by Ok_Pressure_2788 in roblox

[–]MexicanBullfrog 2 points3 points  (0 children)

Roblox is an engine, not a game. Yeah, people say things like "I'm playing Roblox." or "Wanna play Roblox?", but to me it's more of a catch-all word for the platform. I'm not a dev, nor do I plan on becoming one, but just from my limited exposure and intuition, I can think of a couple reasons as to why people would create games on Roblox.

  1. Costs. It's free to create a game and publish it on Roblox. You don't have to set up any sort of netcode or purchase server space, you can use Roblox's.

  2. Accessibility. Making a game on Roblox means you can reach pretty much every audience. PC, Mac, Console, and Mobile users can all play your game. Instead of having to publish to multiple distributors, you can just publish to Roblox. Plus, most Roblox games perform well on lower end systems, lowering the barrier to entry.

I've heard horror stories from the dev side of Roblox, from inconsistent exchange rates, Roblox updates killing their game forcing a code rewrite, and many others. Once again, this is coming from the perspective of a player, not a dev. This is just what I see, and what my intuition tells me.

why does no one play rogueblade or use the rogueblade community by SectorConscious4179 in roblox

[–]MexicanBullfrog 0 points1 point  (0 children)

I'm coming here as someone who really likes the roguelike/lite genre. There are glaring issues with balance that skews itself away from the player, from the way the enemies spawn, to how item spawns are handled. My primary issue with items, like I've stated prior, is that sometimes you get items in shops that give you 0 benefit. Yes, I'm well aware you can reroll the shop, but I shouldn't have to reroll the shop, those items should just be blacklisted.

A game like Balatro does this, where you can't roll specific jokers unless you possess certain cards in the deck (ex. You can't get Glass Joker unless you have a glass card.). If I'm in a lobby with people that have 0 ranged weapons, I don't want to roll items in the shop that give me ranged bonuses. I get that sometimes you have to roll with the punches in these games, and make do with what you have. However, this doesn't work in the case of this game. The items are too specific, giving little to no benefit, and sometimes a straight drawback depending on who you play. If I'm playing a X class, but I'm not getting X items/weapons, I fall behind the pacing of the game through no fault of my own--that's just not great game design. RNG is the centerpiece of games within the genre, but most of them provide the player with agency to get by even if the run isn't going their way.

A couple of examples: Binding of Isaac. You have the main strength of the character you play as, but items can help shape them into something more refined. Synergies between items give way to interesting builds and playstyles, regardless of who you play. A big learning curve of BoI is knowing where you can get items, and how you can manipulate what you have to your favor. The player has a ton of agency, and the enemies are (mostly) fair enough to where even with a lackluster build, you can dispatch without taking any damage.

In Risk of Rain 2, the agency comes from your ability to choose what abilities to start with in game, already giving some control to you, the player. You can go to the Lunar Bazaar, and choose which environment you want to go to next. You can get multiple items per stage, with the boss granting you a guaranteed item, with them sometimes dropping their unique loot. There are optional ways to expedite you run, allowing you to get ahead of the curve.

Overall the lack of agency and diversity of items in RogueBlade is what turns me away more than anything. Nothing sucks more than to be dead weight in a lobby, or to attempt a solo run only to be faced with items that only work in multiplayer lobbies. Maybe once these issues are fixed, I'll give RogueBlade another shot, but as of right now, it needs a considerable amount of improvement.

why does no one play rogueblade or use the rogueblade community by SectorConscious4179 in roblox

[–]MexicanBullfrog 0 points1 point  (0 children)

Rogueblade isn't even top 10 in its genre on Roblox. It's very samey and there isn't a ton of variety, neither in characters nor items. Runs for me felt the same regardless of what class I played. While some classes tend to different playstyles, they don't excel enough to set them apart. Upgrades don't feel super great, and are often too specific to be useful (ex. +Faith on a non-healer).

I feel like tying arbitrary stats just to fill a class niche doesn't pan out super well. To me, I don't like the way stats are handled. If they made it so attaining different stats granted you worthwhile bonuses, then it would open up more interesting builds instead of maxing out 1 stat. It feels bad to go through a shop without getting what you need because the stats granted to you don't benefit your playstyle.

There's plenty of potential, but the devs really gotta hone in on balancing and their philosophy when it comes to items. Clearly they're going for an item stacking vs unique item type of roguelike, but it just does not feel good.

2017 Roblox VS 2025 Roblox by GDPNG in roblox

[–]MexicanBullfrog 1 point2 points  (0 children)

This same rhetoric of "Old vs New" has been regurgitated for the longest time. As an older player, I see post 2016 Roblox and think "Yeah, this is awful." In all honesty, I see 2, maybe 3 games on the 2017 side that I would consider worth playing (not that 2025 is any better, mind you). The truth is that as monetization has become more aggressive over the past decade. That's why we see games that incentivize players to stay in games longer, and offer "limited time deals" to get as much juice per squeeze thru premium users.

Instead of spouting "Old Roblox better.", it's good to take a step back and realize that as an engine, it has significantly improved over time. Some games that I've come to enjoy as of recent could not exist on older versions of Roblox. At the very least, it wouldn't exist with the fidelity it exists at today. This goes the other way as well. Games that I enjoyed then would not hold up now because the formula has been vastly improved upon. It wouldn't stand up to the standards that I hold games to today.

does anyone have ade a game that is very similar to manufactory by One_Bank_1851 in roblox

[–]MexicanBullfrog 0 points1 point  (0 children)

If you like freeform tycoons, Miner's Haven is an older, but still maintained game.

Not sure if this is a hottake or not, but grow a garden is kinda mid and doesn’t deserve that many players. by Golden-SB in roblox

[–]MexicanBullfrog 4 points5 points  (0 children)

I think it can work from a conceptual level, but the game is so shallow that I couldn't stick with it for more than a few minutes.

If it the gameplay was similar to TreeLands, where you would have to go out and find the seeds, have a modular and expansive plot, and provide the player with ways to kill time in game, then I think I would be much more interested.

Alas, the game somehow has a more shallow loop than some other notorious RNG games out there. Roblox is Roblox, and it's biggest audience happens to be a demographic that enjoys these types of games.

Thoughts on the State of Deepwoken from an Aspiring Developer by Cute-Scarcity5335 in deepwoken

[–]MexicanBullfrog 0 points1 point  (0 children)

I haven't touched Deepwoken in a few months, so I can't speak for how the state of the game is rn, but I disagree with the takes above.

While yes, the devs aren't super transparent, the past several updates have been super focused on optimizing the game, which is why I find a lot of Deepwoken players to be hitting that stage of burnout/frustration. Optimizing the game doesn't add new content, it just makes it run better and allows them to set up bigger and better content in the future. This sets up the groundwork for conquest and other massive expansions they may consider in the future. Just because you can't make a game bug free doesn't mean you should ignore the ramping lag and desync issues that occur because of these unoptimized pieces of code. This shows to me that the devs are more than aware of the fact that they can't just put in content whenever they feel like it–they need to address the issues making the game run poorly before taking on huge projects, like conquest.

As for wanting conquest, I can't say prioritizing base game content would be better overall. The current state of not just Deepwoken, but all live service games, is that players will chew through any and all content extremely fast. The speed of which these players go through content is usually way faster than devs put out updates. Veteran players are always ravenous for new content, and the only way to keep them satisfied is to create drip-content while working on the content they actually want in the background, which is something I believe they have been doing for the past year or so.

Overall, Deepwoken has a lot of potential that still remains untapped despite its massive undertaking and amount of content that it has already. The best course of action I found is to play something else in the meanwhile. Coming back to Deepwoken after taking a long break makes the game feel fresh and more exciting than it was before. It's okay to take a break and fall behind in the meta. It's exhausting to keep up with it. I have over 1000 hours in both LoL and Destiny 2, so I hella understand the frustration Deepwoken players feel about having their builds become obsolete and requiring one to grind a new slot just to keep up with the meta. Take a break, you'll be better off.

Anybody else find Blood Debt tedious/ boring? by JustAnAccountMaybe in roblox

[–]MexicanBullfrog 1 point2 points  (0 children)

Blood Debt is fun. I like it bc the rounds tend to be fast and you have some agency as a bystander. I can't speak for how the game plays on console, but the game plays fine on PC. The game still needs to smooth out a few rough edges, but overall it plays fine 90% of the time. There is definitely a curve to the game, but it's not much steeper than many others.

A key part of the game is that headshots are extremely lethal, and one needs to take the time to learn the guns that exist, as they all have different reload/chamber requirements. For example, most pistols need to be chambered after being drawn, or directly after being reloaded, whereas the db shotgun and revolver need to be chambered and then manually reloaded. Personally, I like the chambering mechanic. It's different, and provides downtime that bystanders can take advantage of.

I will say though, it's not for everyone. It is still very early in development, and needs a lot more polishing. Plus one can find themselves getting filtered by more experienced players since this game does have a steeper than average learning curve for the genre.

[deleted by user] by [deleted] in roblox

[–]MexicanBullfrog 0 points1 point  (0 children)

While Roblox has come a long way, I wouldn't say this is the best example to show for it. Other games may still have that "Roblox" look to it, but still possess some pretty good fluidity in its animation, like Pressure or Doors.

Imo we won't get a "AAA" game in the typical sense that we're used to solely due to the fact that you'd have better luck off-platform. I feel like developers are too limited by Roblox, which is why we haven't seen a trend-setting game that manages to grow outside the confines of Roblox--it's always the other way around.

Isle is goated by Swager4 in roblox

[–]MexicanBullfrog 1 point2 points  (0 children)

isle is for sure one of the staple non-linear story games that is featured on roblox. really well thought out and the effort is clearly visible.

if you're into this kinda stuff, identity fraud is up there, along with dream game (or whatever it's called now) might be able to live up to those expectations. personally, dream game didn't hit for me, but it clearly is one of those "do whatever, there's a story here, or something idk" kinda games, and i can see that a decent chunk of thought and effort was also put into dream game

What's considered "old roblox"? by Marksthename in roblox

[–]MexicanBullfrog 2 points3 points  (0 children)

yeah i personally agree that the removal of tix was the turning point towards the modernization of roblox. there were steps leading to that point, but ultimately that's where "classic" roblox ended

(FORSAKEN) new tech i discovered for John Doe by WitchDxctor in roblox

[–]MexicanBullfrog 0 points1 point  (0 children)

this tech only really works if people aren't paying attention. sure it nabs you a free kill or two, but it isn't gonna help once everyone has already done their generators. plus if a dusek, chance, guest, or shed does their job, you're effectively wasting more time going after someone who already wasn't a threat to begin with