How to make a successful game!

Hello fellow developers! You are obviously here because you want tips on how to make a popular and successful game. Well, before we start, let’s find out your definition of “successful”

  1. A passion project.
pros

Can bring in loads of players and build you a great reputation, also tends to make you respected by the community.

cons

If it isn’t very popular(between 10-100 players) it will likely not generate as much as a profit project(P2W) with the same amount of players.

  1. Profit Project
pros

Can generate LOADS of robux and/or USD(or whatever currency you use) despite having a low cc player count.

cons

Tends to give you a bad reputation. And can easily flop if you don’t update constantly.

  1. Profit Passion Project.
pros

Generates loads of robux and a great reputation! The near perfect mix between the two game types.

cons

Unfortunately, this perfect mixture comes with slightly less profit than a P2W game. There will be some haters, someone who notices the P2W like properties of your game.

Honestly, despite the cons this is still my personal favorite game type to develop.

Depending on your definition, you want to make a different type of experience.

Click any button that suits your current goals

Passion Project

So you want a strong community and fun experience that you enjoy developing eh? Well, follow these tips to help YOU make a successful game!

  1. Experience.
    If your game feels boring, add something fun, or random in it. Take natural disaster survival for example. Wouldn’t be boring if it wasn’t so random? If everything is so predictable, why play a game at all? So what I am saying is, try to make you game somewhat random, not too random, not to predictable. You need the perfect balance between the two. For example: say you have a simulator game. It is full of things to do, but the player likely knows exactly how things will go. You get cash, upgrade stuff, buy new worlds, and repeat. Doesn’t sound fun, does it? What if you add random events that happen? Like a race, or a competition, or anything else that makes the game unpredictable! An example of too unpredictable would be: a story game, that’s about a simulator? Doesn’t make sense.

To sum it up, when making an unpredictable event, make it make some sort of sense. Does making a serious meeting room with no poop in a game called poopland make sense? No.

Exceptions:
If your game has a storyline, and the unpredictable thing or event doesn’t make sense. For example:
The storage. A game where the world has been morphed into one large storage unit. We don’t know how or when, it just happened. People are speaking of being “famous” or being an “idle” before the world became a storage unit. Famous stars in a storage unit talking about how they are no longer famous. Makes no sense, but sparks imagination and theories.

  1. Replayability
    So now that you have a game that is unpredictable but still makes some sense, how will it last in longevity? Well, add loads of fun “never ending” content to explore! A great example of this is blox fruits. It has a bunch of fruits to unlock, each one more powerful than the next. Loads of enemies and islands to defeat and unlock. And a huge level cap. Sounds like there is a lot to do in there right? If you said “yes” you’d be correct. That’s why that game is so dang popular, it’s the number one game on Roblox! If you don’t know what to add to your game in its next update, or when it in development, ask the community, or someone you know. Ask them what they’d like to see in your game, or what they think is missing. Once all is said and done, now you game has a bunch of things to do!

To sum it up, add more stuff to your game. If you don’t have ideas, ask a friend, or the community.

  1. Originality
    Now you game is fun and replay able, but is it just another “copy and paste” game? Is it original at all? Make sure your game feels somewhat original and isn’t like all the others in its genre. An example: say your making a simulator, it’s got worlds, pets, and swords to unlock. Sound familiar? That is like LITERALLY EVERY OTHER SIMULATOR! This sort of ties to tip one, but maybe adding some events, maybe different things to unlock instead of just swords, pets, and worlds. Maybe add levels, ranks etc.

To sum it up, add something different into your game, something no other game in your genre has.

  1. Quality
    Now that your game is near perfection, let’s add one more thing. Quality. Something quality would be like, untitled boxing game. Its animations are sleek, its UI is amazing, and the thumbnail and icon GFX is clean. If you want something like this, I’ll admit, it’s quite tough. But you can try nitpicking at your own stuff and making small adjustments to make it near perfect, so then, something about it just feels better. Like in death ball, its UX just feels better than blade ball’s UX, but what is better is quite difficult to explain. Of course, as devs it’s quite easy to explain, but as an average Roblox player it might be a little more difficult to explain.

To sum it up, make sure you game is enjoyable to you. That way it is almost definitely enjoyable to the player.

  1. Community
    Since this is a passion project, and you want a strong community, listen to said community. If someone suggests a worthy update, consider adding it. Heck if you want, you can respond with something like “hmmm, sounds nice, we’ll consider.” That way, your fans feel heard and it makes them happy, thus creating a loyal and strong community.

To sum it up, listen to the fans!

That is it for the passion project section!

Profit Project

Now that we have gone over the passion project section, let’s start with the profit project section!

  1. Effort
    If you want max profit off of the little children that play your game, you need to put some sort of effort into your games overall look and feel. Try to make it immersive and responsive. If you want more tips I suggest reading tip 4 of the passion project section.

To sum it up, try to make your animations and VFX slightly above average, that way the player enjoys it and it wasn’t too hard to make.

  1. Content
    Again, try to add a lot of content to the game. If you don’t want to put too much time into the amount of content your game has you can just add it in future updates, although still add a bunch of content on release or it’ll die off before you get the chance to update. Make sure to also update frequently! Otherwise, again, your game will surely die off.

The sum it up, add loads of content on release, and then slowly add more content in updates. That way on release players won’t leave very quickly giving you time to release the next update, thus retaining the player.

  1. Monetization
    Now that we can retain the player and keep em happy, let’s talk about how we are gonna get some profit from it. Let’s talk about the king of profit. MICRO-TRANSACTIONS! Make sure there is a visible shop button where all your gamepasses are. Make sure the price is reasonable or else no one will purchase you gamepass. Say you have a VIP pass that grants an exclusive VIP title and 2X of an in game currency or something like that. I reckon you can’t sell that for 5k robux. A more reasonable price would be 250-750 robux. With great prices, comes great sales. In addition to gamepasses, developer products have great sales as well. As the player can buy it multiple times over. Let’s say you have a tycoon, and the player is broke, well, they can purchase 1k cash for a head start, over, and over again. Meaning at first they spend 50-100 robux on cash. 3 times. That’s 150-300 robux! From a single player!

The sun it up, make gamepasses visable, make them worth it, and make sure to ad developer products.

  1. Advertisement
    I personally suggest YouTubers. They are honestly the best. They boost your cc player count greatly and keep it high over a long period of time because the video they post never actually goes away. In addition to YouTubers, when one popular YouTuber posts a video(at least 100k subs) other YouTubers see this, and make a video on your game without pay! If you aren’t willing to pay a YouTuber for a video, then consider making your own. The best ones are YouTuber and TikTok. Preferably short term videos. Tends to reach people faster. If you prefer Roblox ads then go for 10-20k for an decent relatively cheap ad. Do 40-60k for a reliable ad and 70-100k for the best possible ad. Try to make your ad last from a weekday to the weekend. So something like Tuesday to Sunday, then extend it for another 1-2 weeks.

To sum it up, pay YouTubers to make a positive video about your game. Or post your own short term video on social media. If you prefer Roblox ads, 10-20k is decent 40-60k is good 70-100k is almost certain success!

That’s all for the maximum profit section. Now let’s move on to the next section! The mix of maximum profit and a happy community.

Profit-Passion Project

— coming soon!

Keep in mind this tutorial isn’t too in depth and may fail to cover certain subjects. This is mainly for small indie developers.

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Hope this helps anyone who is struggling! :slight_smile:

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This is debatable! You mention copy and pasted games. These games bring in thousands of players… but they’re mostly <13 kids that don’t know any better. It’s really important to think about the type of audience your game is designed for and make decisions to change your game to get that audience to the best of your ability.

If you want kids, (why?), then you would keep the game saturated, familiar to other games they may have played, jumpy animations, cartoonish, etc.

If you want teenagers, adults, or otherwise mature players, originality can help greatly like you said! I find that the original games are not boring, even if I don’t quite understand what’s happening at first glance. That’s the case for this game I found my friend playing:

I haven’t seen anything like this anywhere, and I like it (so far)!

This should be the first step! You should always keep your game organized, efficient, and optimized from the start. It’s hard to clean up all of your smelly code at the end or just before release. Personally, I use a lot of OOP and single script architecture to get the job done.

I should do more research when it comes to UI libraries like React and Fusion, though. I’ve heard many good things, but I don’t feel like trying to use them right now… sorry my beloved friend, @Elttob! I saw the talk you were on by the way!

At least for me, this can be very hard to make sure of. When you work on a project for years, it can be hard to see the fun in your game. You see it from the perspective of the developer that wrote all the code, not as a player that can be surprised or that can still learn about how to play. As a developer then, the game feels boring… I guess that’s what QA testers and #help-and-feedback:creations-feedback is for! You can get feedback from people who haven’t seen your stuff before.

More information:
https://devforum.roblox.com/t/do-you-like-your-own-game/2913321

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tip 6 ads :-
to make any game popular on this platform you need to create daily sponsored ads for your game

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Thanks for the feedback! I do think you are right about how I should put the final tip as the first or second tip. And yes, if your target audience is children, go ahead and make a sort of non original game.

I probably should have put in tip 6 advertising but I found it was pretty universal that you should advertise. But I could be wrong, some new developers may not know if they should advertise or not.

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it is so sad that you have to pay money and time to get your game popular

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It really is. But I guess Roblox has to make some extra money somehow.

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A developer I have talked to once told me that I should spend about 20 thousand dollars on ads to get my game started.
Well um…How am I supposed to get 20k out of nowhere xd

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I hope he meant 20k robux. But if he didn’t, DAAAANG BRUDA!

Jokes aside here is the real deal.

10-20k robux is a decent ad.
30-50k robux is a good ad.
70-100k robux is an insanely good ad.

If your not willing to spend much money do 15k ad.
If you have some extra cash lying around do 40k ad.
If you are willing to spend loads of cash do a 80-100k ad.

All of these are just recommendations, so do whatever makes you comfortable, and whatever will likely show results.

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You say I shouldn’t ponder peoples games, when you are pondering my post. You say I should make a successful game to be respected before I make a post like this, I have. Speaking of which, you haven’t even made a game yourself. You say I should focus on myself when you know nothing about me. I have actually released a somewhat successful game, and it still makes me robux to this day. Also, I have a Roblox group with over 300 members. You say I am not qualified, you might be right, but you are DEFINITELY not qualified to tell me what to do.

I am definitely qualified to tell you what Not To Do in the devforum.

If you released a game and it was successful, why didn’t you talk about it in this post?

I just want the community to stay professional and actually share useful tutorials and resources that can be applied immediately to our games.

This post doesn’t benefit anyone in any shape or form; it’s mere sweet words of motivation.

Tutorials that teach you how to make a successful game, should teach:

  • How to use statistics to improve your game.
  • How to learn from other games statistics (this is when a successful developer would share their own statistics that can actually benefit whoever is reading).
  • How to plan realistic goals.
  • How to design your game.
  • How to build a solid team.
  • How to build an environment for your team.
  • How to manage a project.
  • How to manage a community.
  • How to deal failed projects (not failure).
  • How to plan and push updates.
  • Advertisement strategies (how to actually do them).
  • Personal experience releasing a game; that we can search up and play.

These are very useful things that actually teach someone how to make a successful game with facts and not words.

These should be taught with slideshows and very fewer words, in the Roblox way.

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This post comes off like it was written by someone who hasn’t really developed a game.

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I have made a game, makes me robux to this day. I am just quite new to using the developer forum.

Edit: I was also in a rush when making this post so I was unable to cover everything, this post is mainly for beginners with little experience.

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For how long though? I heard people say an ad should be like 2 weeks long to get the algorithm going and 10k robux for 2 weeks isn’t much to be honest. I spend 10 ad credits for a day and only got a bit more than 500 plays with that (500k impressions in total). 10 ad credits are 2850 robux right? Yeah 500 players in a day isn’t much in a multi player game that should be filled at all times. There always are waves of people joining and then the game is empty for an hour again. At this point I’m lowkey giving uo on my game. I don’t know if I should sponsor it or not. It’s the best way of making th algorithm catch on but if it doesn’t you just wasted like a thousand dollars for nothing

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I played the game I think you’re talking about(inferno rush) overall, the game is a 10/10 great quality, great UI, and the overall gameplay is super fun. But the reason your ads aren’t working? That would be because at the end of the day it’s just round based parkour. Not many games can pull that off without a YouTuber blowing it up. I think many parkour based games can’t retain players because there is not anything to actually unlock(although I could be wrong about your game, I played for like 3 mins) or progress towards. Unlike blade ball for example, it has something to progress towards(getting a better sword, ability etc.) i just think the you game genre, is to hard to grow in general.

Edit: although, you could add an invite friends button on the topbar UI, that way the game naturally starts growing when someone gets lonely. Maybe try to find a decently popular YouTuber(50-100k subs) that is willing to play.

Edit 2: the fountain disturbs me…

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How does the fountain disturb you xd.

By the way. I’ve noticed that most people who leave the game quickly aren’t as skilled while more skilled players spend more time in game. For example what I keep seeing when running ads is that only no skins join. And most of them struggle with literally everything. They can’t walk straight and ragequit the game after dying because they just forgot to jump or whatever.

Do you think there is anything I can specify in my ads to get more skilled players into the game? The issue is that specifying an ad lowers the amount of expected impressions so I don’t know if that’s a good idea.

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To answer the first question, the fountain has Robloxian statues “spitting” into the fountain. Idk about you but that gives me the hebegeebeez.

The reason more skilled people stay in your game longer is because that is your target audience. The people who forgot to press the space bar are your average Roblox player. Your target audience is more skilled because they have played games similar to inferno rush(toh, cotton obby etc.) and enjoy it. So I’d say your target audience is from 9-13 years of age(from what I’ve seen). Specifying your ads is not a horrible idea, but you are correct, it would narrow the amount of players who ACTUALLY see the game. Also, if you are using ads consider sponsors. People of all ages can see them meaning it reaches a larger audience. Honestly, if you can, make winning more rewarding as well. It makes the players who won get a dopamine rush, making them want to win, over, and over, and over again. Making them stay longer. So that means the skilled players, who actually get to the top end up wanting to play much more just because of how good it feels.

Edit: yeah don’t specify ads. It makes the noobs not able to play either, when you don’t specify, you get noobs, pros, and average Roblox players. Meaning you bump up the numbers, and the retain the people you actually want playing.

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I agree with you here, this seems to just go over the surface level pre/in-development phase. After you have your game, it’s as important if not more important to get your stuff together. Just like in chess, if you got a good opening, but with a bad middlegame, chances are, you’ll flop. Team building is needed in times like this. And if you’re just an indie developer, you’d need to focus on the root core mechanics of the game, and do the other side quests later since you’d be drowning in seemingly unproductive results if you can’t see results of your work. Don’t worry about “clean” or “good” code if you’re working alone,

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Middle game would be updates. Maybe hiring a few devs to help with those updates and stuff like that. But, your updates still need clean code, even if you are working alone. Also yes, this just does go over pre/ in-development stage. But it does help you a little in the middle game. Having loads of content to explore keeps players coming back, helping to survive the “middle game.” Blox fruits did it like that. Of course you still need updates and should consider building a team. But, this guide is mainly for pre/in-development stages.

Edit: thanks for the feedback though.

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