since the game’s release the usercount has been draining at a rate that doesn’t match anything else in our metrics. we assumed it was early-lifecycle attrition, then maybe onboarding friction, then maybe session length issues. none of those hypotheses held up. we tried the usual adjustments. nothing changed.
we ran surveys–multiple, actually. most (literate users, of whom willing to type what isn’t indonesian, ascii art of… things, and gibberish) reported getting into, get this, real-world car accidents. that’s all they say. ‘car accidents’. several of them mentioned this as the reason they stopped playing. well, quit, i should say.
first time i actually posted, but nobody else did so i might as well start
do you mean like, actual car accidents or just ingame ones, if ingame ones, maybe warn people when they join(with a option to not show again) that crashing the car or smth can result in permanent loss(assuming that’s what happens, i don’t know what game you made), warning them should probably only make the ones who can’t take (virtual)losses do this now
frankly though, people who play games rarely actually read if i’m being honest, so this might not work entirely, worth a try though?
if it’s real ones though, that’s just ignorance on the persons part probably
uh in that case, it’s almost entirely unavoidable and your game is probably attracting the wrong community(which is the most unfortunate thing to happen)
i have no idea how a game can influence this though, only thing i can thing of is subliminal messaging but i doubt that’s it
Are you sure you don’t have a troll? That seems wildly improbable but I could see you getting weird survey results if someone’s stuffing it with duplicates. If it’s a Google Forms survey make sure people are limited to 1 response in the settings menu.
i kept revisiting the problem of players crashing cars and leaving, and it still feels like a feedback and clarity issue more than just physics. i think surfacing why crashes happen and giving quick recovery or soft failure could help a lot. i am more interested now in systems that make mistakes feel playful instead of punishing.
i’m pretty sure that like what other ppl said here, it’s a case of trolling
people naturally loose interest or move on with games, i have literal phases myself for games, as one moment i could be playing a specific game then a week or so later play other stuff
you may see some uptick in players in a few weeks or a month potentially as they decide to try the game out again
for example: roblox Galaxy(nice game if you can get the ships quickly), Slap Battles(this is actually ongoing)