Recently, my game has started to show on the home recommendation tab, and is averaging between 50-100 CCU.
As you can see, the like-dislike ratio is pretty bad (65%). The weird thing, though, is that THE GAME HAS VERY GOOD SESSION TIME AND RETENTION STATS, not really reflecting the dislikes.
Does anybody have any theories on why my game is suffering this right now?
Note: My initial thought was that people believed my tycoon saves, and after returning realized their progress reset. However, this is intentional and is even warns the user prior to playing.
Your loading screen is a popular free model. Also, it took me a minute to find where it said that it doesnât save. It says âKing Tycoon isnât a saving tycoonâ, which can mean a couple of things. Your gameâs icon is also AI-generated.
You should make your own loading screen, itâs not that hard.
You should also implement data saving, that is pretty easy to do.
You should also change your game icon to not be AI Generated.
Thank you for the response, however as you mightâve read in my OP, if the front cover stuff was the issue, our session time numbers would be drastically lower.
As for the loading screen, I understand but I doubt that a UI free model causes such a drastic imbalance in dislikes, considering many games use UI packs and donât suffer the same fate.
As for the note, how else can âKing Tycoon is not a saving tycoonâ be interpreted? I am curious as Iâd be open to changing the wording.
This is the reason why you have a high dislike ratio. Just because you warn players their progress wonât save, doesnât mean they still wonât be disappointed. My guess is that when players see the warning, they leave and dislike the game.
I would highly recommend saving player data, not only will it boost your like ratio, but it will also boost your revenue.
I think if you were to reword it as âNote: Tycoon data will not saveâ, it would somewhat be clearer for players. âKing Tycoon is not meant to be a saving tycoonâ doesnât actually make sense grammatically, especially not in context.
Generally, players assume things save (I always implement datastores in my games) so itâd be good to get that functionality. Itâs easy to brush by that warning too, like I did when I started the game and everything was loading, I just clicked on a half loaded icon and there was no warning. Maybe a pop-up when they teleport to their castle?
(I do agree that the icon/thumbnail and loading screen probably wonât have a huge impact on dislikes - most of your players are about nine and super gullible too.)
To be honest the game is ok. I ended up playing it for longer than somebody my age should.
Back when I ran a popular game, a lot of the dislikes were because of lag, if theyâre really laggy or crash they leave a dislike. Thatâs where at least half of my dislikes came from.
Yours might be thanks to the saving as other people have said in this thread, Iâd recommend adding a warning or just fixing it. Also I donât like the AI thumbnail but thatâs a nitpick.
yo, some feedback I want to give you. I have joined your game and the music is pretty lame for a king tycoon. I was pretty exited about the title and thumbnail, and expected something epic, for example music, but that wasnât the case.
I learned to remember that the first impression of a game to the player, is very important if you want them to return to the game. This might be one of the reasons that the game gets disliked. They expected something big, heard chill music instead of epic or mighty, left the game and disliked. This is my predicition.
Also add saving, a tycoon should always have saving implemented, otherwise whatâs the point in playing the game.
also youâre a genius @coreful for making a slop game, i should make a slop game too that would be easy money im tired of working on a complex game thats gonna get 0 visits anyway
Thereâs a line myself and my dev friend have been trying to find recently. A line between thrown together slop for good player count and high quality original idea thatâs fun for all ages and doesnât label yourself as a slop creator.
It exists, itâs just a fine line and can be hard to ride.
For the OP, itâs likely the lack of saving causing your dislikes. For a tycoon itâs relatively normal for your tycoon to not save, but mentioning it wonât save gives the impression that tycoons should save. So either add saves (better idea also use profile cacher module) or remove the warning.
Interesting input. We initially didnât plan to add saving, so this could be a good idea to try in the short-term (by removing the warning). Thanks for the response.
Iâm not sure if data not saving is causing dislikes. I know that Wizard Tycoon 2 Player Tycoon doesnât save data, and itâs player count and game rating is high, almost 90%.
Check your error reports to see if some huge bug is causing problems.
Open up the wall in your group so user can report bugs / improvements.
My game got dislike bombed recently because people were freaking out thinking its satanic and anti-Christian after the game randomly started getting players. Played your game, nothing seems to be offensive.
Let me know if it works out. I havenât checked but if your retention is good and player count is stable then maybe the rating isnât an issue, Ive seen games with 65% flourish.
I will provide an update on the matter within a week assuming the game maintains a certain player base. We appreciate all the feedback, even the less pertinent ones.
There is really a big misunderstanding here @coreful I didnât mean to attack anyone. Maybe I shouldnât have used the word âslop,â but I meant that the idea of the game was actually smart and that I would probably do the same. What I tried to say was genuine, but yes, data saving in a tycoon game probably isnât the best, so the removal of the warning would be better