Hey everyone, I am updating my Glass Bridge game due to its popularity from the recent season release. As I continue to add new features and fix bugs, I hate but notice that there’s a high dislike ratio on my game. The other Glass Bridge games are running around 400-600 players, but my game only maintains an average of 100-200 players, which I assume might be coming from the like-to-dislike ratio. I have been taking player’s feedback from the report system in the game and taking them into consideration, but as I fix those issues, the rating seems to remain the same.
Although I am aware that my game has very small replayability (which may contribute to the amount of dislikes), I would like to receive feedback that will help prolong its longevity (or until the trend dies out).
This post is most likely both a question to answer and to receive feedback.
Question: Why did my game receive so much dislike? What should I do that may fix the amount of dislikes present on the game? (Feel free to answer what could be the problem, but I would prefer you try out the game yourself for a more accurate analysis.)
My thoughts:
Game is too challenging?
Abilities are pay to win?
Abilities are unbalanced?
Game has lack of playability?
Below are key points I have posted back then. Since they are still relevant, I would like to receive feedback for these same points. Feel free to use it as a guideline, but I also accept any other form of feedback as well.
Some things that this game will feature:
Rng obstacle generator
Random Death sounds
Level system
Perk system
Here are some things I would like to hear:
What kind of features does the game need that it does not have?
Did you enjoy the game?
Should I adjust the timer/length of the obby?
How is the volume level?
Is this the kind of game you might be telling your friends to try out?
Glass bridge games in general are pay to win or a cash grab game it gets players to stay in game much longer than a normal game. In this case what would you like your player count to be? Also what makes your game more unique than any other glass bridge game making the game:
Unique and different than other games.
Making it more than just a glass bridge game and adding prizes and/or incentives to get across with badges and stuff.
I think adding these will help you player count in general, a lot.
I realize I forgot to put the game link in the post, whoops. To answer your question though, I have made it a round-based game where players must work together using their abilities to clear the bridge. I think what I am more concerned about is the like/dislike ratio. It has gone down pretty low (to 59% like ratio) and it’s pretty concerning according to how I look at games on the front page. If I can get this fixed, most likely the player count will rise to the average amount of other Glass Bridge games. Feel free to visit the game now that I have posted it whenever you get the chance
Well, these games are generally directed at a VERY young audience. The dislike problem is because these kids can’t comprehend difficulty and think the game is doing something wrong, I doubt it’s because the game is that bad.
Long answer: Those type of games often get mass disliked due to them being associated with cash-grab ganes another reason is the one @IcyColdDve pointed out. Young players don’t fully understand how those game works and they think the game is not working correctly.
I would suggest you change the game a bit and make it something more than a simple glass bridge game. At the end of the day as long as is not something like this it’s somewhat better tan the other games. Now there are other factors that can result in your game being mass disliked such as thumbnails and icons, UI, using free models, p2w gameplay etc…
Relying heavily on RNG mechanics might explain why the game has a low like-to-dislike ratio.
It could be due to:
Players perceiving it as a cash grab.
Players finding it too challenging.
Simply adding a round system doesn’t necessarily make the gameplay feel more unique, especially when the players will be spending the majority of their time at the start, waiting for someone else to jump.
It’s probably the pushing system, it’s a really toxic feature, people arguing in chat on who should jump would’ve been much more amusing than getting pushed every 2 seconds