I decided to teach myself how to make a Roblox game after years of playing them with my kids. The name of the game is Cosmic War Tycoon. I was sort of frustrated by the kinds of games that they play never updating and turning into robux farms and heavy p2w so this was my attempt at making something other than that for others to play.
Since I’ve released it publicly, it has had a lot of praise but pretty low engagement. I would like to take this as an opportunity to learn what makes a game “click” and fun to play. I am not great at modeling but I am a life long coder and that may be part of my problem, I’m not sure.
Since it has been released I have consistently put at least 1000 robux into sponsorships on each platform individually and the average click through is less than 1 percent. Is it my icon? I kind of suck at making art so that could also be it. I get dislikes on the game but nobody lets me know why.
I would like to rule out game play issues so if you have some time could you please play it for a few and let me know if there is anything in the map or early game play that would make you say “nope” and quit within the first few minutes?
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How about advertising on social media platforms like YouTube or TikTok? Short video content can get the attention of younger audiences because of their duration, and their ability to convey why the game you’re advertising is fun of engaging in a short summary.
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Frequent updates, less p2w, less repetitive, make your game something that roblox hasnt seen before. This list goes on. Also advertising not on sponsorships but I prefer user ads especially skyscraper because a majority of roblox users dont search for games they just go on the menu and play the same game.
Yea there is no p2w in it and as far as Tycoons go, there are some pretty unique gameplay things in it. It’s not novel but it’s not a total remake of anything either.
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Yea I should make a YouTube intro video, that’s a good idea. I am really looking for reasons that so many players are starting to play the game, then leaving right away or within the first minute or so.
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I’m just going to list things as i play the game:
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Add some form of tutorial for new players when they join. You have to remember that nearly all your players are going to be young and not be so mentally active on what to do and this generally can just be when you start a game that an arrow appears over what to buy first and then a gui explaining what that part does and then you can continue that until the player has the key components of the tycoon implemented and explained as simply as possible.
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Also i have noticed that you have a ‘help’ gui but either way an in game tutorial when you start playing is detrimental to bringing in the player, especially younger players, quickly instead of them wondering around not sure what to do and then leaving because they don’t know what to do or what does what. Just imagine all players in your game are stupid and need guidance until they get the brains to solve it themselves.
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Optimising the game may help as mobile/tablet players (aka probably 99.999% of your player base) may experience optimisation issues however i have not confirmed that as i don’t play on either of those however i do at times experience occasional frame drops on my sub-par laptop.
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Side note that i would also review your game pass prices and icons as firstly all icons are nearly all different styles which is just weird and the pricing in my view may want to be reviewed for what is being offered i.e i suggest looking at competition and basing your prices of from theirs.
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Also may i ask that you share user engagement data so i can get a better understanding of the issues as user engagement covers a very large spectrum of concepts?
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Another thing just to keep in mind about engagement for this game is that it’s a tycoon and generally they can succeed however from what I’ve gathered the sort of ‘classic button style’ tycoon genre is a dying out and this translates to user engagement. Now of course your game is seemingly very well reviewed with a approx 13 : 4 like : dislike ratio being very good and 3,700 favourites out of 286k visits is good and so i believe (im also assuming your referring to average playtime as user engagement) that a majority younger player base is failing to understand what to do when they join and leave not soon after.
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However overall if you want answers then the best thing you can do is to go into your game when others are playing and get feedback especially from people who just joined the game.
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Thank you for that! Sure, I would be happy to share any metrics you would find helpful. Which ones would you like for me to share?
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Average Visit Length (per day), Daily Active Users (7 days) and Average Session Time (7 days) would be helpful.
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