I need some feedbacks regarding convenience , monetization and pricing.
I am even open to any tips if you wish to provide! I am even WILLING to listen to any of your advise as long as they’re reasonable and helpful!
My Game
I am working on my game named Eye Obby where you need to use your eye to get through some obstacles. It has unique and interesting obby concept that will surely stand out from other obby games.
Explaination:
In this offer, you get a VIP gamepass which will UNLOCK every single gamepasses in the game (worth 3,000+ Robux COMBINED )
You get 100+ Skips currency which is worth over 1,500 Robux when purchased at regular shop (shown in the $ icon shop menu).
You get 3 hours invincible boosts , these are divided into each one hour boost, each one is worth 399 Robux in the regular shop.
Questions
Is it too expensive?
Is it too easy for users to ignore?
Is it easy to understand the value that the game is offering?
Does this NOT offer enough value for the user to buy?
Are there reasons why users will NOT buy the offer despite the value?
Do the users feel pressured to buy or is there not enough pressure?
At this point why even make a game if players can just give you 5k to complete the entire game making it literally the most useless thing ever? Tone down everything.
You are already offering everything. As said, tone everything down! Give them like 1 skip every 5 minutes or every minute! Give them 10 minutes of invincibility per day rather than 3 hours. Don’t add all gamepassss, rather, add selected. Maybe add cosmetics? Like a trail, jump effect, etc.
It looks like you might be saying too many skips is bad, should I decrease the amount of skips you can get but keep the price same? (In regular shop), which means less quantity but increasing the value of skips. This way, maybe you would only get 15 skips instead of 100 skips for same price.
I also plan to add infinite mode obstacles, as well as tougher challenges (you unlock that once you finish the game), so that skips might come handy in the future.
So if you want to increase revenue you should try to focus more on getting the first purchase, and then having a lot of stuff for players to buy.
I don’t think barely anyone is willing to spend 5000R$ on one purchase, so maybe try adding something like an starter bundle, with like 10 skips and 10min invincibility for like 25R$ or less, that should get players to make their first purchases.
Then just make sure that skips are well priced, and once a player dies a few times in a row it prompts a small UI in the top that remembers them that skipping is an option.
Also make sure to give at least 1 free skip, players are more likely to buy something that they used to have.
Maybe I should have multiple bundles, ranging from small to bigger (to the most expensive bundle) where they will be showed based on the amount of purchase you made.
Like in Pet Simulator 99, if you go to the exclusive egg shop, you would only see two options, 10X eggs for 3.9K and 1 egg for 499, and if you spend more than 100k robux, you would eventually see a new option for 100X eggs for 49K
So I might implement that but in different way: The more smaller bundle you purchase, the more bigger bundle will be shown to you.
Mmmm… maybe? I don’t really know what’s best for your game since I’m not the one that made it, all I can really advise you is to make sure when anyone starts playing for the first time, they’re show some clearly great offers, for very cheap, so you can break the “I’m not going to spend money, I’m just going to play for a bit” mentality.
Also never ever ever sell a pack/bundle that let’s players skip the entire game. VERY BAD thing for engagement.
Players who might struggle with the obby or those who want to quickly complete it may appreciate the option to bypass challenges, BUT you need to ensure that the price reflects the value it offers without being excessively high. In my opinion, 5,000 robux is too much. Additionally, consider adding other game passes or in-game purchases that enhance the experience without compromising the challenge, such as cosmetic items, checkpoints, or temporary power-ups.
The reason the price is this high is due to the amount of value it offers. In the bundle, it was offering VIP gamepass and every single gamepasses (up to 3000+ worth combined).
Reducing the price means reducing the value, meaning I might have to reduce the amount of skips, remove some gamepasses, etc.
Maybe the best solution is to offer multiple smaller bundles. The bundle in question is high-tier bundle meaning it is the best, not sure about this.
My goal was to collect as much Robux as possible from a single user, meaning that if the user purchases that bundle, you basically got ALL robux the user could spend, possibly more than the user might spend in your game in weeks. That’s why the game was offering such expensive bundle.