I’m looking for some advice on why our game’s monetization is performing so poorly.
We’ve made around 15K Robux with our game so far, despite our peak playercount being about 3.3K. We’re currently hovering between ~800-3000 players throughout the day.
What confuses me is that I see other obby game developers complaining about 0.2-0.5 Robux/visit, while ours is sitting at just 0.03 (!!!). Given our decent retention etc. and very high like ratio, I would have expected the monetization to be at least closer to average.
I’d really appreciate if anyone could take a look and maybe point out what could be improved. Are there common mistakes that kill monetization even if the game itself is fun? Any tips or feedback on gamepasses/products, shop design, or pricing strategies would mean a lot.
What are you offering for how much?
A bonus boost of 1% for 1000 robux would probably be very unattractive for players.
I made an obby, and not trying to make money off it I put the value of a single level pass at 5 Robux. It surprised me a little how many people bought the level passes (I consider it cheating myself, not the game, if I use something like this) at the low price.
Remember if you’re trying to snag big bucks you’ll get way less sales. Offer decent upgrades for reasonable prices and people will buy them. Make all upgrade’s values based off the same scale so something like a 10% upgrade for $20 and a %20 upgrade for $35 would be fair to me. Also the ‘buy more at a reduced rate’ option works well.
Remember, what you and your team may think is reasonable for the amount of work you put into the game doesn’t matter to the players. It’s what’s reasonable for them.
The game seems to be quite recent so I recommend that you should lower down prices to around the 10s and 20s for gamepasses (40s-50s for packs), because normally the first players that play will be relatively broke and want an F2P experience - for those that do have a sufficient balance they would need to play extremely frequently to even start to consider buying anything.
After maybe like 2-3 months you can begin raising the prices slowly but steadily every update until they reach back to normal, plus I also recommend a donations panel so that you can accumulate extra funds. (dev products i think are fine, but probably reduce ‘kill entire server’ to 66 R$)
This is the common meta now, normally new games offer huge discounts during their release/debut period because their player base has just begun to bud, then after a certain time they slowly increase it back to normal once retention stabilizes and the demographics replace a significant portion of the poorer newbie accounts to the more senior, more wealthy players.
Basic microeconomics and marketing. Always serve the poor first, then slowly acclimatize to the rich.
(I’ve seen that you lowered the prices, so purchases are more likely - I wish you great fortune.)