Our First Offical Update!

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Disaster Slap Tower

After a week of feedback that was submitted through our contact form and through my Discord, I’m ready to address some questions and suggestions you guys have submitted, as well as providing a short update log as to what changes have been made.

If you haven’t seen the previous blog, go ahead and check it out by clicking here.

Update Log [V1.01]

Update logs will be how I keep you guys informed on the changes we’re making to my project Disaster Slap Tower, and I’m happy to announce the first official mini-update to the game!

Slap Hand Balancing

We have received many (and when I say many, I mean MANY) complaints regarding some of the slap hands stats/power balancing.

After a couple playtest sessions with Jaden and some friends, we have definitely come to the conclusion that we do need to tweak some of the attributes a little bit.

Namely:

  • All 3 Gamepass Slap Hands have had their strength reduced by 35%
  • All 3 Gamepass Slap Hands have had their cooldowns increased by 8%
  • The cooldown on the base Slap Hand has been decreased by 12%, from 12s to 10.8s

Furthermore, we fixed some strange interactions with certain disaster combinations, making the game feel a bit too unfair on less experienced players.

We feel these changes are necessary in order to keep the game enjoyable for all players.

Lag! I’m lagging!

We have made several optimisations to the game in order to ensure that it runs smoothly on all devices and connections.

Namely:

  • Reduced vert-count on high detail meshes. This should improve performance on older machines/hardware
  • Optimised loops using by caching commonly searched-for variables. This should improve overall server response time and lower ping

Hopefully these adjustments helps, and if you, as a player, encounter any bugs/lag – feel free to shoot us a message using our contact form.

Anyone have Bug spray?

slap hand bug showcase
You can see here in this GIF how the player was definitely ragdolled for too long

I’m gonna keep it short and sweet here and just list the bug fixes that were made

  • Fixed a bug where the player was ragdolled longer than normal during a slap
  • Fixed a bug where the Tsunami disaster wouldn’t detect players in its hitbox resulting in them miraculously surviving
  • Fixed a bug where sometimes the Ice event wouldn’t revert all CustomPhysicalProperties changes made to the map
  • Minor bug fixes

You know what bug we haven’t managed to fix yet? You not Favouriting the game! Go and like it now!


Q&A

Here you’ll find the answers to some commonly asked questions regarding the latest update to the game.

“Will more disasters be added to the game?”

Is the sky blue?

Of course! We already have a list of 10 new disasters that we are working on implementing to the game, with 5 of them being already complete (just needing some further testing before release).

“Does the game work well on mobile?”

Yes. On mid-tier devices and up, the game runs smoothly and as expected, however do keep in mind that you might face issues on older-generation devices.

We do work hard at trying to keep the game available to everyone, but sometimes it can be tricky.

“Why is the starter hand so weak?!”

This is intentional game design as we want the starter slap hand to be just that. Something you start with.

We want to signal to new players that this is temporary and that in order to get stronger, you gotta play the game!

“Why do the disasters overlap? That’s so unfair!”

We did think this would be a good idea to start with, as it would add to that chaotic and unpredictable element that we wanted when we started working on the game, but I agree.

Some of the combinations can be almost impossible to counter, and we’ve changed them so that certain disasters can’t be triggered if a specific one is already occurring.

This should make the game a bit more pleasant to newer players and less tedious to skilled ones.


Suggestions

You guys have actually contributed some great ideas to the game, some of which we have selected and will be implementing relatively soon!

Badges

Yes, we are working on adding badges to the game. We want it to feel actually rewarding instead of a generic “Welcome” badge that you get for simply clicking Play on the Roblox website.

I want to take the approach of having to complete certain challenges in order to unlock the badges.

A player suggested that if you complete the tower without ANYONE pressing the button, you will unlock the “Good Samaritan” badge.

Leaderboards

We are working on a leaderboard system that tracks how long players took to complete the tower, as well as how many tower completions the player has.

The possibilities are endless really, we can even track how many eliminations a player has or how many deaths they’ve experienced!

Private Servers

The game currently does not have private servers, and this is for a reason.

We want to make sure that private servers are not abused in a way that allows player to farm stats/progress using alt accounts.

We will definitely look at adding private servers to the game, maybe even with custom panels for the private server owner that allows them to trigger events of their choice, but for now, this is sort of on the backburner.


(Yes, you can play my game and give me feedback! Just click the button above!)