I have recently published and began advertising a project called Witchery Inc . I’m proud of how the game has turned out so far, and while I have not yet reached a fully realized game, I think it’s very close. What I’ve noticed, however, is that players reached by advertisements rarely spend more than 5 minutes in game. What can I do to grab player’s attention and make sure they don’t get bored? (Any other feedback is also greatly appreciated)
I like the houses but not the terrain, it seems a 2014 terrain. Remember that the players want something of innovative, of beautifull, as I see from the images your game is like a tycoon, so first you could make a better terrain, second you could add vehicles so it’s easyer for players to move around in the map and may be create a coinvolgent system like creating a system that broke a dropper every 15 minutes and add a system where the player can make the dropper better to reduce the risk of destruction. Remember I’m talking with my expertience and with my point of view when I play a game like yours.
I really like the idea of droppers breaking down, that would increase player engagement. As for vehicles, I don’t think the map is quite big enough to warrant the use of cars but in the future that may make sense. I agree with you on the dislike for the terrain style. To be honest, I really dislike that aspect of game development and hoped I could get away with the bar minimum. I appreciate the feedback !
Players will then spend tons of time on it in order to get the items.
However,making the items too expensive will make players lose motivation to grind. It is better to adjust a suitable price.
Make some daily log-in system to attract players to join every day.
You can also make some quests for players to make them grind in your game.
I appreciate it ! The Objectives were intended to be the quest system, the reward for completing these quests (silver) might be a little underwhelming. What kind of “attractive” items were you thinking?
After playing for a little while I can now confidently say I like your game :). However, there are a few points I would like to address.
First the bugs:
I only experienced two bugs but both were pretty major. The first was during the tutorial when you buy the cauldron for the first time. I wasn’t aware you had to drag the crate to your plot so I opened it in the store and just placed it immediately. This made the tutorial freeze, although not a game-breaking bug it did warrant a re-join.
I’ll just let the image speak for itself lol. I have no idea how this happened.
Gameplay
Game-play wise your game was really solid and actually pretty fun. Although I think you could make your game have a more clear directive. For example, when you bought something in the shop you don’t really have any idea what you’re buying because there’s no item description, so it can make planning out your plot a little difficult. Of course, I’d love to see more content in the future because the shop seems a little bare at the moment.
Anyways to answer your question on high to make your players keep playing I’d recommend creating more opportunities for social interaction. Even in tycoons, it’s important to have a social aspect to them, that’s why games like Clone Tycoon are so popular because people play against each other. You can do this in the form of leaderboards, PVP, maybe even in-game server events where players have to work together to earn rewards, get creative! Also I think your Gui design needs a little work, an attractive game attracts more players.
Anyways yeah that’s really it great game great concept just needs a few tweaks here and there and I think this game will really take off