Hello! I have been working on this game for quite a while and I was wondering how I could make it better. I would like feedback on how I could boost retention and engagement especially, but I appreciate any feedback I receive.
Game link:
I’ve been working on this for quite some time, so I hope it’s refined enough to enjoy!
How to play
Mony spawns and you just push it together to merge it. You can check out the Mony in the journal.
Weather and disasters adds some events to the game that makes Mony spawn or merges it.
Settings has a lot of stuff to customize your gameplay.
The lounge has arcade machines that spawn Mony and a vending machine (mostly work in progress)
Special Mony (and higher tiers of normal mony) spawns that can have cool abilities.
Player data saves in all servers (like currency and stuff seen in the stats menu)
Private servers save the mony so without players it is currently recommended to use one if you plan on playing again.
Inventory with tags you can collect and gear you can equip.
Gear that can be obtained by purchasing it through the vending machine and other shops.
Arcade where you can earn tickets and Mony for playing simple games. You can spend tickets on prizes.
Loading up a save slot so you keep all of your server’s progress. (You’re own currency and stuff already saves)
Gameplay videos
Here are some videos in case you can’t play or you missed a feature.
(sorry that they’re bad quality I intended to upload them to the devforum directly. let me know if anything’s wrong I kind of set up a YouTube channel on the spot) Saving GUI Weather Gear
Features I plan to add soon
Better progression - Progression should feel smoother and better for new users.
Disasters - making new and interesting disasters to make the game more interesting and to make simpler ones (cough cough rush hour) feel more irrelevant. (I do plan on a tsunami one too, I just don’t want to make basic water physics yet)
UI was good
UI was bad
Game was fun at first
There needs to be more content
Scripting was good
Scripting was badI
0voters
Note: Mony is intentionally spelled wrong. Mony is like a weird version of money.
Working on some updates. I have released the big update as well as a gear and Easter update and it has been going pretty well. I will be ready to advertise once I release the next big update and fix some bugs.
Super late to this topic but I just played and I had fun! I’m generally not a fan of merging games but I stuck around for this one because it was so well-made. Excited for the upgrades menu to come!
Thank you so much! You’re fine! I’ve been putting lots of effort into making it look clean. To be honest the upgrades aren’t the hard part of the update, it’s all of the little things I add.
Currently, I have made most upgrade icons and scripted the upgrade tree. All I have left is finishing up programming from the client side and the upgrades themselves.
Any things you think I could add to boost engagement? I already plan on adding a daily reward system but haven’t gotten around to how I want to make it yet.
Honestly, I think the upgrades should be enough to boost engagement but I don’t know much about keeping people engaged as I haven’t tried to gain an audience for my own projects yet.
I liked the overall idea of this game. My only suggestions are to fix the “?” UI button next to where it says your current day. I don’t know if I was doing something wrong or if it wasn’t meant to do anything, but nothing opened when I clicked it. Your gamepasses seem very fairly priced other than the donation, which should maybe be between 20 and 50 Robux and not 100 in my personal opinion.
The “?” used to indicate the chances of weather, but it was pretty useless and wasn’t understood so it was replaced with the weather forecast. I’ll make sure that it tells you the forecast is unavailable when you hover over it though!
The next update will come in a few weeks and aims to make the game more engaging and new-user friendly. As well as making progression smoother and upgrades a lot better.
This. After years of playing bee swarm and couple of other incremental games, I’ve lost interest since I’ve realized they’re a waste of time if anything. But the addition of disasters in this was a rather interesting mechanic I haven’t seen before.
I think that progression should become more automated at the beginning. I’m not sure how it is when playing with friends, but I did not progress out of the beginning as pushing the mony became a chore.
I will keep that in mind. I’ll probably add a few starter upgrades that can provide beginners with necessary upgrades (and dopamine) before they might get hooked. I think new user friendliness is currently the game’s biggest struggle based on how my sponsored ads went.
The safe is a UnionOperation, so maybe it didn’t render or load correctly or something? If I can find how it’s caused then I’ll fix it.
The starter upgrades are focused around getting lots of the basic upgrades and will have 2 permanent merging helpers to merge for you for automation. As well as a new mechanic called the Inanisite Tank where you can collect Inanisite primarily from merging Special Mony and use it to boost the merging helpers in early game. Does that sound like enough or should there be any more? Any ideas?
Those sound good, but I’m not sure what the "Inanisite"s are, and I think that if you increased the player’s base speed then it would make progressing feel a lot less monotonous and create a greater sense of progression.