How long should a game be on release?

Hello, I have a simulator game that I’ve been working on solo for the past month or so. Now that most core scripts are written I’ve been working on the progression and map building. My game is split into multiple maps but these maps are all somewhat well detailed, I actually made a post earlier of the WIP map. I don’t want to just throw a bunch of low quality areas into my game, but this limits how much I can create. I am only one person.

I want my players to feel like they are achieving something. Every few minutes they’ll be earning a new roblox hat in game but that will get boring, they need a new world every now and then. I calculated and if I gave players about 30 mins in each world I’d only have around 4 hours of real playtime till they’ve seen most things. I have rebirths and such so a player could continue and I will have high grind items but not everyone is going to want to do that.

As I update the game obviously it will get larger but how much engaging playtime should I aim for on release? I would also like to hear anyone else’s experience with grinding games and how long of grinds they were able to get away with.

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Here is a checklist for things you need to finish before you release:

1 - SFX, Music
2 - Milestone Badges
3 - Engaging Lobby (Like a lobby that has lots of things to do. Mini obbys, etc)
4 - A finished game (From where the player starts to where they end)

I’m asking more progression wise. I would have an end when a player maxes out everything they can at that moment. I was wondering how long it should take the player to reach that milestone when I first launch without the game being boring.

Maybe add rebirths, so they can see how much they need and they can wait for new maps to grind.