Feedback on a Work in Progress

Hello DevForum Community! Over the last week I have been making and frequently updating a game called “Team Tycoon Race”. The idea was to put a (hopefully) fun twist on the tycoon genre of Roblox games by making it into a team competition. Each team starts with a debt of one million dollars, and over the course of the game, they can pay it off by pressing a button. The team that fully pays off the debt first wins.

The money they get to accomplish that can come from three different sources, the tycoon droppers, the center of the map where a large money crate drops every ten seconds, or by killing other players with the sword you can buy from the tycoon.

After I published this game on the 8th, I’ve been pushing updates I thought were important daily, as well as advertising (1000 bid each day).

Overall I am pretty happy with the results: the game has attracted a handful of fans that have come back to play many, many times, and it now has over 6000 visits. However, the game didn’t exactly stick, and it more or less dies without the advertising. I don’t think the game is particularly engaging in its current form. It seems bland and not immersive enough to keep players there beyond a single round. Currently average play time fluctuates between 10 and 20 minutes, and I’m trying to think of ways to bring that up.

What I plan to do is add sound effects and more aesthetic updates to the map, as well as a multiplier for being in first place, but for the time being I’d like to know what you think. Does this game have potential, or is it a project not worth continuing?

Here is the game:

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Joined a game in progress, instantly got dunked on by someone with invincibility and a sword :frowning:. I stopped trying after a while because it didn’t seem like there was any way for me to get ahead, and I think that’s a major issue you’ll have to tackle. There’s no “rubberbanding”, so the best player will just get ahead early on, and once you’re ahead you start getting more and more of an advantage so the outcome of the match is determined super early on. You can give some kind of advantage to the players that are behind, or add a lot of luck elements to alleviate that. Or change the design in some other way.

How long is a typical match?

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That’s a very good point and something I didn’t really consider. Probably discouraged a lot of players late to a game. Match length is about 10-15 minutes.

Perhaps the team in last place gets a x2 boost in earnings to keep it balanced most of the time, or maybe a starter cash system proportional to the amount of money that’s circulated in the game at that point?

Just saying, your game is going to have a lot of trolls just standing on the pay off debt button as soon as the game starts, after that there is no physical way for the team to earn any money. unless there’s some way to exit the team area that I didn’t see.
I recommend a starting dropper and instead of a button that pays off debt, you win the game once the team has the amount of money needed

I played the game for a bit but I left because I quickly lost hope that I could win. The blue team had a x2 coin multiplier so we basically had no chance of winning. Also, the game was kind of boring. I say “kind of boring” because the part where you could fight other teams was cool, but the boring part of tycoons is still present. The game certainly has an aspect of strategy, though. “Should I buy more droppers, or should I add more debt to the yellow team?” is an example of what I mean.
Overall, the game is fun for the first 5 minutes, and then you start to get bored. 6/10 in its current form, but I know the game is in it’s VERY early stages of development.
Also, one final thought: are you even making any money? I know a good game isn’t made to make money, but atleast you need to have some profit so you can continue to advertise the game.

The earnings from the droppers and gathering crates is evenly distributed to the team players so what one player chooses to do with it should be independent of the others. Team members should be able to walk through the front glass but not other teams.

I am currently thinking of ways to balance the game for late adders. Could you expand on what you mean by the boring part of tycoons? Would there be a way to make that better or is the fact that it’s a tycoon unappealing on its own? The game currently makes some premium playtime robux but not a profit and I don’t think I can collect them because I’m not a premium member as of now.

What I mean by the boring part of tycoons is the part where you have to just wait until you have enough money to buy the next item. The way to fix this problem would be to add things for players to do while they’re waiting, but I don’t have any ideas on what you could add…

Thought I’d update this to say that I’ve added another thing for the players to do while they’re waiting for cash. They can now dig underground to find crates, and I’ve moved the debt adders underground as well. Digging gives 5 cash per click.

The only issue with this game is that when you join a game in progress you have no chance.

A great way of solving this would to put players into a main menu beforehand. Similar to Notorietyor Roblox Uno, someone creates a game and it will start once it has enough players. This way you can make sure people don’t join in mid-game and end up disliking due to the fact they have no chance.

Also, maybe nerf the invisibility, seems quite overpowered. Make it slightly less transparent, I think.

I love the concept, though!

Thank you! The late adder problem is something I tried to tackle with a new starter-cash system that is tied to the amount of money spent in the round at that point (divided by the number of players), sort of a way to bring them up to speed. I’m not sure if it’s truly helping and a menu system would be much less convoluted, that’s a good idea. As for the invisibility, it’s pretty funny because I did end up nerfing it at one point, and some people got very upset with me so I put it back the way it was. The nerf was down to 70% invisibility which was a lot, perhaps like a 95% would work?

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