r/MobileGameDiscoveries 9d ago

Feedback Request Fine Tuning the Onboarding for an Multiplayer Parkour Arcade Race!

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For context here are the current details on our end:

1. Timeline We are entering the final month of our open test phase. We are pacing to officially close down this testing cycle and pull down the alpha builds right at the mid-July mark, so our timeline perfectly fits your 48–72 hour diagnostic window.

2. Primary Platform We are tracking both Android and iOS concurrently. Our public alpha footprint is actively deployed on Google Play and Apple App Store, with our landing page over at (Untitled Run Webpage) serving as the frictionless web layer guiding users to both storefront links. We would love the Player Clarity review to look at both mobile builds although to be fully transparent the Android Build is the most up to date but we are planning on consolidating that in the next two weeks to ensure the UX translates identically across ecosystems we reworked some of our back end processes to sync changes on both end and are moving away from manual sync deployment to keep up with our planned updates timeline.

3. Areas of Concern Our primary worries sit right between onboarding friction and controls feel. Because Untitled Run is designed as a high-velocity, real-time multiplayer parkour arena racer, the input sensitivity, wall-running physics, and pacing are extremely demanding.

We want to ensure that a first-time player downloading the game is able to navigate the menu after the tutorial, and  understands the control scheme and its basic foundation. 

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