Game Feedback: How can I improve my game?

:wave: Hope whoever is reading this is well, thanks for stumbling across my post. I’ve made this post seeking advice as I’m desperate for community feedback and insight on what could be the reason towards my game failing. I have a few ideas however, I can never settle on one.

The Main Issues :wrench:
My main issue with the game is the statistics, the game has very low retention, with Day 1 retention being as little as 1.45%, and Day 7 retention being as minimal as 0.07% whilst Day 30 retention is non-existent.

The game gains about 100-140 new players everyday here and there with CCU being flatlined at 0 most of the time.

The main audience for the game is a younger audience who are interested in a simple game.

What is the game about? :thought_balloon:
The game is a simple “Would You Rather” game with other attributes inflicted such as 3 mini-obbies with increasing difficulty to keep players occupied during rounds that they may have missed + intermissions, a spleef area and an egg hatching area with pets. Players can purchase swords in the game and the game also has a map voting system for different maps every round.

What are you asking? :thinking:
I’m asking for a few minutes of your time, if you’re willing, to try give any insight on what I could do to improve statistics and overall player engagement within the game. I’m also taking in and responding to all comments that regard feedback or advice, thank you so much for reading.

Play the game here:
:point_right: Would You Rather 🤔 - Roblox

Small Sidenote

I have ran multiple sponsored advertisements across the game over the past month, the game has peaked at around 700 CCU yet dies very quickly. I’m looking for advice to attempt to improve the game using feedback and insight before doing another round of sponsored advertisements, thanks alot.

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Bump - would appreciate any comments on this. :slight_smile:

I’m 100% sure I found out why players play and leave the game.
The most important part in your game that keeps players playing as long as possible is gifting system - time gifts and “free sword”
I found bug when player reset their character or dies the rewards GUIs doesn’t show.
Also would recommend you to create bug reporting system or somehow allow players to give their feedback for the game.
The game is well made and I’m sure you can reach success with it!

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Thanks alot for reporting this and I will get it fixed ASAP, I’m also going to add daily rewards to try improve retention in the next update so hopefully that works out.

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I couldn’t play for more than a minute because the map is so blindingly bright

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Hey, thanks alot for your feedback.

I have very noticeably dimmed the map in a new update I’m planning to release this weekend. Any other feedback would be greatly appreciated, thanks alot! :slight_smile:

I didn’t play for that long–However, this was due to the fact that there weren’t enough players to do anything, so it’s probably not relevant to your problem, since you would probably advertize again.

However, I think it would be helpful if players get teleported to the place where you choose a side. Due to all of the other features in the game, it’s easy to get sidetracked and miss out on the main point of the game, so I think this would help players actually play the game.

I noticed that your sponsors attracted a lot of players (700+ CCU is really good imo), but if your game isn’t picking up steam, you may be advertizing with the wrong goal in mind. In the end, the key point of advertizing is to let the Roblox algorithm pick up your game and push in to the home recommendations and such.

The algorithm usually takes about 2 weeks to get your game going, so try to make your game look as good as possible in that timeframe. In other words, sponsor throughout that time, or find other ways to keep your player count and your other stats in good shape for the entire two weeks.

Chances are, you probably already know this stuff and this isn’t very helpful :sweat_smile:. But anyhow, I’m happy to help.

P.S. - The spleef is way too small/easy! Maybe increase the size? Everything else looks nice, keep it up!

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Thanks alot, I really appreciate the feedback. I did initially add a feature that teleported players to the pick a side section however I removed it since some players were complaining about getting interrupted whilst playing a side-minigame such as the obbies or spleef, I guess that does relate to them getting “sidetracked” as you said, which I completely agree with.

However this was during the games first initial release when I didn’t have much experience (around 1-2 months ago), considering it again and I will definitely be re-adding this with a toggle feature to enable/disable teleportation just to prevent annoyance.

I will also be changing the spleef area as you suggested by increasing the size, thanks alot for that suggestion.

Thanks alot for the suggestions, I really appreciate it! :slight_smile:

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:arrow_right: Just an update on this, I’ve decided to replace the reward system to try improve retention, thought I should let you know.

Below is a daily reward system that I’ll be publishing when I start sponsoring :slight_smile:

P.S - about the free sword reward I’ve scrapped it and replaced it with a pet which I think would incentivize players more, you can check it out below

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I’m not sure if you’ve fixed this but you can turn off the property reset on death off for the screen gui

I already had it disabled but there’s a weird bug that if you’re screen GUI in organized into folders then the ResetOnSpawn property does not apply to the UI (annoyingly), all fixed now though thanks alot. :slight_smile:

Awesome work for that short amount of time! :smiley:
The game looks great and I’m sure this time you can do it!

Don’t forget to check for that bug.
I also found that the [+] buttons for purchasing gems and trophies also have issues when resetting character so I would recommend you to check if other game mechanics would cause issues.

Keep up the great work and I wish you the best! :slight_smile:

Thanks so much!

Just an update; @EthicalEye @PixelTheGreatest @N1njaFactory

I gave everyone who gave advice/replied to this thread access to the test game and I would really appreciate it if any of you could find the time to check it out; it consists of all the changes I’ve made and it’s pretty much ready to go.

Any advice on it would be great - of course you don’t need to but I would really appreciate it! Thanks alot, again. :smile:

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Nice!

Although I obviously wasn’t able to play the main game, I had a hard time understanding what gems were for.

(Edit: I found out that they were used for swords, but only after a while. Maybe make it more clear with visual indicators. For example, you could use arrows, exclamation marks, or other things pointing to swords or otherwise noting that that’s what gems were for.)

(Edit 2: I found out what may be a cause of your low retention. Just by staying in the game for like 7-10 minutes, I was able to unlock like a quarter of the swords without even playing the actual game. I think you should either increase the prices of the swords, nerf the time rewards, add another way of using gems, or, better yet, a combination of some of them. This way, players won’t run out of things to do.)

Also:

Screenshot 2024-07-07 182546

Also, I know that you’re trying to get people to buy this gamepass, but it seems WAY to cheap–if anyone bought it, you’d only get about 3 robux anyway. Since it’s a gamepass and not a dev product, they wouldn’t be able to make repeated purchases on this item.

I also had a bit of difficulty figuring out exactly what the pets do:

Screenshot 2024-07-07 182737

x1.5 what? Wins? Gems?

Also:

Screenshot 2024-07-07 183003
This is just a suggestion, but maybe you could use gems to purchase eggs, and then just need a certain number of wins to unlock the eggs.

Screenshot 2024-07-07 183803
For the gem products:
I think that there should be more variation–at least 3 other gem purchasing options in my opinion. What if someone only needed about 200 gems, and they only had 2 dollars (about 160 robux). Keep your audience in mind–although I’m kinda contridicting my earlier statement, you need to keep in mind that much of your audience may not have much robux to spend. On the other hand, some of them may actually have a lot of robux they can spend. You have some pretty good high and low prices, but you may want to add some more in-between.

For the win products:
The way that you’ve priced the wins undermines their value. Though I understand that, at the moment, the highest priced pet is at 50 wins, I think that if you made wins harder to obtain, you could increase the price of the wins and have yourself some sort of premium currency that players can strive for.

Anyways, that’s all the important stuff. If you have any questions, feel free to ask me!

I wish you luck! :+1:

Hey there, thanks alot for the feedback I really appreciate it! :slight_smile:

Following the feedback, I changed a few things around, below is a summarized list of all changes and explanations.

  • Sword Prices; I have heavily adjusted sword prices by doubling it as I have also realized that obtaining swords is quite easy, this should improve retention and goals to strive towards new swords.

  • Pet Multiplier Clarification; I have also added a gems and wins icon next to pet boost multipliers to give a more clearer understanding what the boosts are for.

  • Pointer Arrow; It may not help much, but I added a pointer arrow above the swords button as suggested which sort of forces players to check out the sword shop/click on it and it should be clear from there what purpose the gems serve.

And some clarifications, I basically made the eggs cost currency wins instead of gems as I felt wins served a minimal purpose within the game, I tried making a minimum wins requirement to hatch eggs and then hatching them with gems, but I felt like wins had very little meaning which is why I decided to keep it.

Adding on, I am working on a “custom choices” UI where players can spend gems to put up their own choices for sides which can increase interaction and give more of a purpose to gems! (all sides and choices will be filtered)

I published all the changes to the test game so feel free to check it out and give any feedback if you wish. :+1:

Really appreciate the feedback and input, thanks alot! (again)

I understand that–that makes more sense now, you probably made the right call.

Cool! That would be a nice way to use gems.

I’m glad my suggestions were helpful! You made changes really quickly.

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