Game failed and I need advice on how to do better

Game Link: Knockout Battles :boom: - Roblox

I released my game months ago knockout battles and its failed almost no returning players and the game sat at 2-3 players every few hours also no robux made even though the game was pretty heavy monitized in my opinion, I had a game in the past that did well but I dont know why this game failed

Im aware its pvp only orientated and thats hard to play with almost no players but It has daily rewards, tutorial, good progression ramp ups, entirely free to play since premium currency can be earned by playing alot and the game has alot more to it then most of the other slap games in the genre in my opionion

I would like some feedback on the game as a whole as I dont get much feedback even with a ingame review system just simple 1 word review any feedback good or bad is appreciated as I dont know what i should learn going into my 3rd project

you’re competing against several well-established games that already offer features/mechanics that are already highly polished and shaped around their community’s preferences. If you want to stand out and attract players to your game, you’ll need to introduce fresh, unique ideas that are both cohesive and similar to already-established games. you need to make sure that every system in-game works seamlessly with not just each other, but also the map. (you need to make sure that the map has enough fighting space without intruding on combat, which isn’t the case for the current map. it’s small and combat intrusive.)

right now, it’s hard to justify choosing this game over others when they’re already much more popular and established. I wasn’t able to experience the game as intended due to a lack of players, but based on what I could test, there’s a few areas that need improvement:

1.) The movement feels stiff/restrictive. The lack of a sprint function makes navigation feel slow, which is a major issue when involving combat, especially in the context of your game.

2.) I couldn’t figure out how to dodge or use my special ability initially. There were no clear instructions or controls given to me that I could see and refer to.

3.) There wasn’t a built-in shift-lock toggle beyond the default Roblox option, which made controlling the camera feel less precise.

4.) The map itself felt uninspired and flat. The lighting could also use a lot of attention as well- it came off as dull and dark, which clashed with the bright skybox and hurt the overall atmosphere. There were also random holes throughout the map that led directly to the void, which is horrible for combat in any scenario, especially when the holes aren’t always obvious unless you’re paying close attention to the map.

Here’s a few things you need to keep in mind if you want to compete seriously. Focus on polish, clarify your controls a bit more via an in-game UI or, at the very least, by putting the in-game controls in the description- and finally, injecting your own unique identity into the game. from fighting styles to map design to the UI, everything felt bland and generic, if not restrictive and underwhelming. players wont stick around unless the experience is both engaging and intuitive right from the start. figure out a style that’s both special and unique to you.

Hello, thank you for the advice I would like to go over a few things and a genuine question to maybe give a little more clarity

so for main topics, its true other several well made and polished games with extremely good CCUs exist on the genre and its true the game feels bland and the same to others if not worse
im not sure what you mean by you need to make sure every system in game works seemlessly with not just each other, are you referring to the game needing players to run and flow?

now the areas of improvement you talked about

  1. I agree with this the reason it was like this was we didnt want to spiral off and make something that didnt fit the game and when testing other games, slap battles, aura battles, item asylum, these game didnt have sprinting or anything just dashes so thats what we went for just that to keep it simple but i guess that wasnt a good idea

  2. this is probabaly the thing i dont understand the least and I would like to know why this is because im not sure how to make it any more clear almost, however it should of been in the game description your right, but . . the game does make it pretty clear in my opinion, it can be seen under the weapon capsules right below the skill name on the ui, also it is told to you in the tutorial, and it is also told on the bottom left of the screen at all times.

3)this might be a mobile issue im not sure if your on pc or mobile because i dont do the mobile side, im pretty sure a build in shiftlock is on mobile though just not pc because the default shouldnt have issues

  1. the map i agree was very flat and the lighting wasnt touched on too much just made more bright and saturated, however the map is fully destructable, the fences the trees, the rocks, the floorboards, the random holes was seen more as a fun part from me seeing as people would think they was safe and fall, i also wanted the map constant action thats why its a little small but i was going to add expansions,

the ui is dull i agree with that everything else i already talked about would love to hear more feedback with this added insight i have given

thank you for the feedback though, i will use it going forward ^^

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Little summary of my thoughts. They aren’t really in an organized/consistent manner, so if I’m jumping around too much I apologize. I usually have a lot of thoughts that go on at the same time. Here’s the list:

1.) I didn’t see the little UI controls on the bottom-left side of my screen, I apologize. I use an ultrawide monitor with a resolution is 5120x1440, so it wasn’t immediately obvious to me as it would have been with other resolutions. I apologize for the confusion.

2.) As for the shift-lock issue, you have to manually turn on shift-lock through your Roblox menu in order to use it. This isn’t usually the case with most other combat-oriented games where you can just press CTRL or ALT to enable/disable shift-lock (or camera lock, whateveer you want to call it), but I digress.

3.) I also noticed that the game was about slapping players off of the map similar to those slapping games. I didn’t realize this initially, but I guess it does make a lot more sense now. I apologize for the confusion.

4.) most of my criticisms still stand for the most part, despite everything. Everything just feels off and bland, and it’s very hard to describe what it is that’s throwing me off specifically. The lack of sprinting might be a huge contributor, but it might just be from the lack of sounds or VFX when you walk, jump or double jump. It’s just the small things, I guess. Regardless, I digress.

5.) I’m not criticizing the combat because I personally haven’t been able to test it out yet. This was probably the source of some of my initial misinterpretations. It wasn’t immediately obvious to me personally, but that could just be me being unobservant and/or ignorant. I apologize for the confusion.

6.) I’m aware that there’s a few games that are incredibly barebones and basic in this genre that are still super popular. Initially, I thought you were aiming towards making a game similar to popular ones like “The Strongest Battlegrounds” where class gameplay and combat styles are important, but now that I (mostly, hopefully) understand the full context, I can say almost confidently that they’re only popular like that because they’re either much older and already have an established dedicated community, they’re oriented towards the current trends, or they are part of a larger group with multiple established/popular games.

7.) At the end of the day, your game not gaining traction is probably due to the fact that there’s no eyes on it. No one is seeing your game, (even if you spent a lot of Robux advertising it to be on the main page), and that’s only because people have a very specific branch of games they like to play, and it’s because they’re familiar with them. You need to diversify/strategize your advertising. this is commonly done by first building a community WHILE you’re making the game, (commonly done on platforms such as Discord where you intentionally draw out development and post teasers/host testing sessions every once in a while to give your community time to grow and gain interest), but since your game is already done, the best advice I can give you is to try and branch out your advertising. Make funny Tiktok or Instagram videos relative to the current trends, invite your friends and tell them to invite THEIR friends, advertise in different social media servers like Discord- anything to try and help gain traction and develop focus towards your game. it’s completely up to YOU to get your game going.

By the way, despite all of my criticism, I do genuinely think your game has decent potential. It just needs a few makeovers and some QoL changes- but otherwise, keep it up. No one’s game is good their first, second or third time around. It’s a gamble mostly, just make something that’s fun with a decent gameplay loop and hope to get lucky.

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Sorry for the amount of stuff I said lol all the tips I said are things I figured out, learned from 7 years of game development, and talking to successful developers.

Some useful tips:

  1. Look over the game, would you like it? Would you play it and enjoy it? Would the idea keep your entertained and have you keep coming back daily and keep enjoying it? Owners of successful games are absolutely addicted to their own creation and at the point where they give their own game feedback like a normal player and look forward to seeing updates and events
  2. 80% of players are mobile so most likely focus on supporting that WELL
  3. Also you want to get a good name for the game that shares the entire idea really quick since if name is good they join, if they don’t like it they don’t join. Good example is “Grow a Garden” expresses idea in 3 words, you already understand it.
  4. Also people want major dopamine hits, they want to feel rewarded and want to work toward something with an even bigger dopamine hit like an upgrade. I suggest making the game very cartoony with bright colors (without burning eyes) as this is what people like nowadays
  5. Since people are more mindless now I recommend making your game require no skill, like someone who is bad can beat someone who is good. Just make it chaotic and fun.
  6. This is most likely the hardest for people if they don’t have any social media and that is getting investors. Slop that has 1 million robux in sponsorship will do well unlike a very good game that is unsponsored. I’ll continue on sponsorship feedback below tip #7
  7. This step is most important: be determined, people take over the world from determination. Even if this game never does well you would of learned determination and eventually take over roblox on your next project or later. Good luck you got this.

So you want to sponsor 3k-10k a day for about 21 days which is long enough for roblox to discover it an eventually blow it up, roblox blows up your game if they see it has a consistent amount of players. “Oh this game has consistently had 10 active for past month, let’s see if it will keep 1k active” so just spend time keeping it consistent. Investors will find you before you find them if you have socials and share your game

If you need any more help or questions feel free to friend me on roblox

Thanks for the reply

Ill keep a eye on manual shiftlock I didnt realise combat games had this i thought they just modifyed the existing roblox shiftlock to make it look cleaner and change the icon

the game does have something that makes it feel off, I understand that and you might be right its missing alot of vfx and sounds, ill be sure to fix that in my next projects

and advertising I will try use social media too for my next projects thank you for this , I think the game jus needed these 2 things and some map changes mainly, the weapons are well made and are fun from the players who got to use them i think it just outshines everything but nobody experices it due to the first impressions

hello, thank you for the advice

I feel like i satisfied some of these mainly number a little of number 1, number 2 and mainly number 5 however there was things i missed out on I feel like the title wasnt too bad either, I feel like you can go for a normal name or a name that just explains the game like there is a diffrence between garden simulator and grow a garden , they both tell you what it is but they have diffrent ways of doing it i feel like ours is not the latter

I do have a question though, im not build on robux like that so do you have any sponsor tips and number how much ad credits for how many days and tricks for a lower budget? im sure it will workout just might not be as effective

every piece of advice is helpful

I don’t have experience either, you definitely want someone else to supply you with the robux since it is a lot. Just sponsor with 3k to 10k robux every day (5k I think is best). You want to focus on keeping it consistent people for about 21 days then roblox will recognize it and put it on front page if they think it is worthy (judged by how consistent active people are). I recommend releasing game on a friday with an ongoing event that will last until like sunday. What I do is act like the moon world was just added so people will get curious and think it would be cool too see even though it is just being released. Not sure if I am saying this clearly so Ill summarize

  1. 5k robux worth of ad credits daily for 21 days
  2. Keep amount of people playing consistently same and never go down, like keep it at 10 active unlike having it spike for one day then die
  3. Release on friday with an ongoing event to grab attention that ends at the earliest late sunday.

I hope this helps. Good luck

this is extremely helpful thanks so much ill be sure to do all of this its just im not built on robux and money like that right now i wish i invested from my first game that did well, however i dont use investors atleast im careful because my first game had one and we lost it because the investor was group owner doing what he wanted without permision

5k robux a day is about 370 ish adcredits if i calcutlated it right and im struggling to get around 100 acredits in my balence so ill see what i can do, im not sure how to keep people playing and have it over 10+ unless it reaches the right audience and the content isnt short, i will release on fiday with a week long event so thank you that will be all applied

i think this will all lead to a better run of my next project

Adding onto to what the others have said:

  1. The UI could use some work, it’s quite dark and dull like the map and the random feedback UI doesn’t match the main UI at all imo.

  2. Add some basic AI or activities to do when there is only a single player in the server, I couldn’t try out the combat at all and I could only walk around.
    (Encourage players to invite their friends for rewards)

  3. Add sound effects. The only sound that I came across was the background music and the quiet swinging animation for the bat.

the ui was made by a friend my co-dev he thought it matched but the random feedback ui was a temp thing i added so i could get a idea of what was wrong without adding 30 analytic funnels, so i didnt make it really match the game since it was going to be removed before we ended updates

the ai yes I admit this needed to be added and I think was one of the biggest flaws we really could of got even a 50% increase of stats if we had this but I was on a extreme time crunch so i never added it and i regret it

the sounds yea it needed more i had the music the wind the swing sounds the skill sounds, dash and spawning sounds but that was it, i should of added footsteps and jumping sounds and coin spawn sounds and anything, i made a oversight because some of the things i either made and forgot the sounds or didnt make but didnt add sounds because i was focused on other things

ill take this advice into my next game, and ill never go for that ui style ever again :skull:

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