How can I improve player engagement (and do I need to)?

If you want to keep driving, you can put it in the arcade context as a bumper kart or mini kart racing course.

EDIT:
To elaborate on this (sorry, I was rushing), you can shift the design focus of the driving and building to fit into the idea of “arcade”. For example, driving = go-kart racing, and building = something similar to those “block stacker” games that you see at malls and restaurants (just a suggestion though, it will require a lot of retooling).

Otherwise, when it comes to the shops and rewards, you have a lot of vanity rewards (vehicles, morphs especially) but I haven’t seen any rewards that affect the arcade games themselves. Is there a way you can potentially design rewards, power-ups, or “modifications” (i.e. to the appearance of the arcade games, color palettes, game difficulty or speed) that the player can purchase, instead of relying on random other things to purchase (such as the jukebox)?

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I thought about what to do, and I can see why this is leading to people leaving (they join expecting an arcade, but they get a bunch of other random stuff too). It would take some work, but I think I can reduce the world size to emphasize the arcade and remove the bloat.

Another thing that would reduce a lot of bloat is removing the necessity to have tokens to play games; this would allow users to play as much as they want. If I did this, I would replace it with a tickets currency that is used to unlock new things (that are arcade-related) rather than starting games.

For rewards, I have thought about adding different tier games for the players to unlock, which would put more focus on playing games to unlock more games (just haven’t gotten to adding more games). I think I could also come up with some mods and temporary power ups to buy with in-game currency and Robux (like a revive product, or +1 ship).

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I would definitely play the game more if you went in this direction that you suggested. I was also thinking that I would play the game more even if I could just earn color palettes for the arcade games. Changing from tokens to tickets is also a good idea since you remove the risk of “well I’m out of tokens, I guess I need to AFK farm / stop playing the actual game” and instead it’s “I can keep improving at the games to get more points”.

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I started working on making the game more simple. In the newest version, I removed everything except the arcade and the 8-player games. I also expanded the arcade so I can fit more games in the future. I also removed tokens, so they are no longer necessary to play games.

The interior of the arcade is not finished yet and there are no tickets or shops, but I think this is a better direction for the project to go in.

Everything that is in the game now:

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Will be keeping this on my radar :saluting_face: I wish you luck on this project.

Out of curiosity (maybe this is off topic), but were there any particular arcades you based your arcade off of? That might also help, things like 2Bit Circus and etc.

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I didn’t base it on any particular arcades, I just designed it in a way that made sense to me. In the future, it might be helpful to look into specific arcades and incorporate certain design elements.

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I kinda liked the bowling alley as well. You did some good work there. It would be nice if there was a scoreboard type system even if you’re playing single player.

It might be a good idea to keep the building/vehicle aspect of the game. If players could see other experienced players having fun with those items it may give them a reason to stick around and grind tokens/tickets to be able to get those items. For building you could supply them very simple building blocks for a very low cost, but have upgrades to get fancier blocks (different shapes, furniture models, traps or gameplay type items, etc.).

I remember playing one of the original Sandbox building games almost all the time about 11 or 12 years ago. You could build a lot of cool stuff with just the simple free blocks, but if you bought the upgrade t-shirts for Robux you could get better items. You could show off your builds to other players, or learn from their building techniques and create other interesting stuff.

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Thanks! I recently made massive changes to the way bowling works, I have considered adding a score sheet, but now I don’t know if having a score sheet would interfere the ticket scoring system I added.

I will consider bringing back vehicles and building, but in a smaller format so that they can fit in the arcade, with respect to both size and style. It might be fun to save enough tickets and get the ability to drive and build stuff, but in a way that fits with the arcade theme and does not seem more important than the games themselves.

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How about a claw game type setup where you stack blocks and once you get over a certain height you can choose to cash in your prize, or try building even higher for more tickets. If they fall then you lose.

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That would be fun, I’ll consider that when I’m expanding the arcade (need to make more floor space first).

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