Game getting disliked a lot recently

So I own a simple ffa pvp game where players fight each other using m1s and grabs. There are different grab variations in the game with different “Styles” in the game that can be unlocked via player kills that change user gameplay.

Issue I’m having with the game right now is that there is a small playerbase around 8 ccu throughout the day but I’m also noticing a small ratio change each day. A couple of days ago the game had 73% now it’s on 64%. I check my feedback page in the creator tab and all I have is this one that goes: “your game sucks never upload again” which is just very stimulating I’m sure.

If anyone was able to point out any ideas or reasons on why the game might being getting review bombed each day, that would be great.

Game link:

Should I just shutdown the game and just release it again later on?

2 Likes

Shutting down and re-releasing is a waste of time. That feedback is useless, but the ratio drop usually means something in the combat loop feels off or unbalanced after an update. Did you change any stun durations or grab properties recently?

1 Like

Hello, combat hasn’t changed. Stun durations might have increased by 0.2 seconds but players are still able to block mid-stun so that doesn’t really change much I don’t think. Update: Game is now on 62% from 1 dislike. Not sure what I’m doing wrong. Am I just getting the wrong audience playing the game?

Game has 34 likes and 20 dislikes

1 Like

A 0.2 second increase in stun duration is actually a massive change in a combat loop. That’s enough to make certain moves feel unresponsive or broken if the timing window for parrying changed. The audience isn’t the problem; your tuning is.

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Sorry to ask but did you play the game or is this coming from just the post description? The only reason the stun was increased was due to players sometimes dashing out of a combo due to bad stun amounts, now that has been patched. Nothing else has been affected by this (grabs, m1s, blocking). Also parrying isnt a thing anymore, not sure where you got that from. Parrying was removed ages ago and was replaced by normal blocking to make combat easier for players.

If you changed stun durations to prevent dashing out of combos, you fundamentally altered the combo rhythm and timing windows. Even if you didn’t touch the other mechanics, the player experience is different now because the window for reacting has shifted. That is exactly what causes a drop in engagement or sudden dislikes.

1 Like

do you have ads running on your game? that’s what did it for me. waiting for roblox to give me recommendations seemed to fix it pretty quickly.

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I did but the ads stopped a couple of days ago. Game still gets players even after ads stopped 4-5 days ago.

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Probably from recommendations. Word of advice from me is don’t turn ads back on. I used to do just fine but recently I’ve gotten a wave of almost bot-like or extremely young players.

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I say player experience is pretty much the same. Blocking in the game is your way of avoiding damage from combos. Blocking can be used during stun. I don’t see how stun amounts really affect this as blocking prevents extra stun and damage

1 Like

Yeah most players are saying they’re from recommendations. Without recommendations or ads the game will die though, would it not?

2 Likes

The logic that blocking prevents extra stun and damage is fine, but you are ignoring how much the timing of a fundamental mechanic changes the player’s feel. If players can still block during stun, it does not mean the mechanics are not different. The rhythm of the combat loop is what people react to with dislikes, and changing stun durations directly impacts that rhythm.

1 Like

just make it replayable/have progression and recommendations will continue and your players will continue to return regardless. in my experience they last from 2 weeks to a month without like stimulating week 1 retention statistics and allat. most of my players were not returning unless they had joined the group.

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I got no idea how to add progression to this game lol. I think that’s the main issue when it comes to retention and people joining back next day.

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Haven’t played the game but it looks like you could add skins / styles / animation packs / vfx packs etc.

For more core additions maybe unique abilities or perks

1 Like

Styles are already a thing in the game. Each styles provides different perks. One increases m1 speed, another decreases m1 speed with extra m1 damage, the default one increases m1 damage.

2 Likes

well i don’t see where you lack progression unless they are gamepass locked? the thumbnails show a baseplate so i’d assume maybe different maps would be appreciated. it’s surprising how much appearance matters for new players

1 Like

Maybe I should add little game events? Like one player may be selected as a juggernaut? Maybe that would bring players to fight? At the moment players don’t fight each other for some reason. They would rather just attack the dummy

1 Like

Actual maps and adding a lobby-round system might help, with an MVP at the end, idk. you could eventually do more gamemodes like prophunt or smth fun

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A juggernaut mode is just a temporary distraction if there is no reason to fight in the first place. If players are ignoring each other for dummies, your core combat loop lacks enough incentive or risk/reward to make PvP worth it.

2 Likes