Kicksticuffs: April Fools’ Day Review

thumbnail_kickHello! I wanted to give a brief review on the update to Fisticuffs! I made last Friday in celebration of April Fools’ Day. The update changed the entire theme of the game from punching to kicking – Kicksticuffs! Overall, the update was pretty well-received and visits increased the three days the update was live and I got some interesting feedback in the process.

The update was done a bit quickly as I thought of this on April Fools’ Day. I created a kicking animation and swapped out the animations in the punching scripts. I changed the hitbox from the punch tool’s invisible handle to the character’s right leg, and presto, I now have a kicking tool. All the punch types (er, kick types) maintained their same mechanics. I also redid all the strings and logos to use “kick” instead of “punch”.

The hitbox turned out to be a bit wonky. It wasn’t as consistent as the punch due to the fact the punch tool’s handle extends farther out than the ROBLOX’s character’s arm and is also thicker. Reducing that to just the leg made dealing damage a lot less consistent.

I also got lazy and didn’t realize the Super Punches didn’t override the animations properly and ended up still doing punches. I received a couple complaints that people were still punching and that they were performing better than those who were relegated to kicking. Unfortunately, I did not collect any data with regards to punch type performance during the Kicksticuffs period.

Speaking of data, the weekend of kicking brought 60% more game play sessions. Sweet! Unfortunately, the average play time took a dip of about 35% because players were only showing up to do a bit of kicking, then leaving for the regularly scheduled April Fools’ hijinks elsewhere. I was surprised to see that Friday (a weekday) beat out the Saturday and Sunday in max visits in one hour. It’s rare to see that happen, but not as rare as an update like kicking in a punching game.

Screenshot_91For those who really liked the kicking, I will be creating a cheap game pass that will turn kicking on for the buyer. Before that pass is released, the kicking hitbox issues will be fixed to give the consistency of punching. I don’t foresee any balancing issues with kick types, with the exception of Super Punches: kicking will be disabled for them due to animation replacement code being spaghetti necessary readability for that specific punch type.

All in all, the short-lived update went well, but I regret not doing some more preplanning to get the game a larger burst in popularity. It could have been much bigger. I wasn’t able to advertise the game using the doomed tickets currency, for some odd reason (my bids weren’t going through).

That’s all for now!
– Ozzy

I’m Back!

Hey everyone. It’s been quite a while; this is going to be your standard sorry-for-not-posting-as-often post. Way back in August last year when I started making posts on this blog about Juggernaut II, I was accepted into the Accelerator Program at ROBLOX. To focus on my internship, I set down my current project, Juggernaut II, and this blog along with it. Since then I’ve had two major projects on the ROBLOX platform, so I had plenty to do in the meantime.

I recently ran a quick poll on Twitter asking my followers if they would be interested in this blog starting back up. Additionally, I also asked what sort of content my followers would like to see. The results were as follows:

(Oddly enough, more individuals cast their opinion in the second poll than the first, but I’m not going to question that…)

It seems to me that my audience wants me to return to my roots of providing scripting help materials for the ROBLOX community, with a equal sides of problem-solving posts (like the Juggernaut II ones) and small demo games. I recently created a cheat sheet and tweeted about it – and I was astounded at the response. With nearly 100 retweets and 150 likes on the tweet alone plus over 1,000 page views on the cheatsheet itself, I’m confident to say that I can put out some useful resources on ROBLOX scripting. However, I’m still unsure which kinds of resources I will be putting out, whether they are guides, tutorials, cheat sheets, references or a mix of those.

I certainly have a lot of insights to my projects I’ve worked on since last August that I would like to share as well: between development of Mirror Muse and Fisticuffs!, there’s an endless supply of things I could expound upon for anyone learning the art/science of game design. Concerning milestones on my projects specifically, I will most likely not write dedicated milestones posts, but rather tack on that information at the end of other posts as side info about my going-ons.

I want to thank everyone who follows me on Twitter for their support and all those who voted in my blog interest polls. I’ve been itching to get back into blogging my explorations in game design for a while and I’m finally committing to it.


Juggernaut 2: Jump Limits

Jumping around in the redone lobby of Juggernaut 2.
Jumping around in the recently redone lobby of Juggernaut 2.

Jumping. It’s an intrinsic mechanic to ROBLOX games that involve the default character figure. Unfortunately, jumping is one of the most unhealthy mechanics to have in a game like Juggernaut 2 that involves projectile shooting. In this post, I discuss how I take control of this mechanic and make it healthy for Juggernaut 2.

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Juggernaut 2: Beginning the Remake

I’ll kick off my blog’s content with a post about my current project on ROBLOX. It is a remake of Juggernaut, my game from two years ago which won Best Co-op of 2013. Until now, the game was known as Project Naughty Wolf to keep it relatively unknown.

Screenshot of Juggernaut 2 development
Screenshot of a testing session of Juggernaut 2. Names and chat blurred for privacy.

Continue reading “Juggernaut 2: Beginning the Remake”

Hello, Internet!

Hello, everyone! Welcome to my shiny, brand-new blog!

I’m going to use this blog to take note of all my adventures in game design. This blog will be treated it like a public diary for anyone to read. I will record the fun challenges and subtleties that I come across when making my own games, and perhaps provide some commentary on the games that my peers are making. More specifically, my activities on ROBLOX will be documented here.

My previous website (the one I designed and coded myself from scratch) can still be found at I’m not sure how long I will keep it up, but I will merge some of the more important information to pages on this WordPress blog.

If you’re also a game developer on, then you’ll want to keep an eye on this blog. Or rather, if you’re a game player on ROBLOX, you might also want to read to see how there is more to ROBLOX games than meets the eye. Whether a game player or game designer, I promise you that what you’ll find here will be pertinent to your interests.

So, if you’re ready, take a journey with me. I’m sure it will be a wild one.


P.S.: A quick disclaimer: I don’t claim to be extremely knowledgeable on game design or writing. I will allow my ethos to speak for itself. My thoughts may not always come out clearly, but I always strive to be more concise. I’ve passed college-level writing courses, so hopefully they will serve me well as I try to communicate my thoughts.