I need help to have more visits on my DDCO game

Hello! I made an obby game ( Azerty's Tower Difficulty Chart Obby - Roblox ) but I don’t manage to have visits. However, I done my best to make this game. I spend 100 robux on advertising but I got only 45 clicks. This is not enought. Could you help me to have more visits please? I have only 105 visits.

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There are many certain keys to getting visits and keeping your users in-game. I will list some below and say some I feel may help your game out.

  1. Visual appeal.
    Your game should have many different colors and look vibrant and interesting. The beginning level, one of the most important parts to engage users and keep the game visually appealing to users, is gray and rather bare, and that looks, being honest, rather boorish. Try some more vibrant colors, such as maybe light blue for the beginning stages. This can help keep users in your game and bring more in.

  2. Little bugs / high game balance. Not necessarily saying your game has or does not have these but always keep an eye out.
    Upon joining your DCO, I realized that upon reaching stage 4, the part you push to move forward is rather difficult to move if you don’t do it correctly, and can be extremely fast as well as glitchy at times. This may confuse some users and may make them leave the game with a gray beginning. Detail is key in keeping user’s appeal at times and will help out majorly with few bugs. Slow the parts that you push down a little bit, then you should be set- Also always keep an eye out for any new bugs or discovered imbalances in your game such as truly impossible levels.

  3. Make the game more engaging to users. Don’t be afraid to take inspiration from other games and Difficulty chart obbies.
    Maybe try adding some tutorial obbies and practice obbies for users. This can help them practice before starting and help them get through more levels easily. This will keep player engagement high as more will learn and try to beat the obby, thus keeping the users in-game. Also try making the Skip stage dev product worth 25 robux up until the harder levels, as it is a better-suited price for a skip stage pass. Keep an eye on users in-game. Get feedback on the game like you are now-- and do not be afraid to use advice.

  4. Advertisements are not key for getting or keeping players.
    Now, while ads may help your game get players, that does not mean it will retain and keep them. Use tips above. Make your game unique, add unique ideas compared to other DCOs. Make your game very engaging. Your keywords and tags look good and will help quite a bit. Sadly, the truth is it will be hard to get and keep players with a budget of 100 robux. You would probably want about 500-1000 across multiple ads starting off. Test them out, and see how they do. Some will have a great CTR and some will have a bad one. Try using the most engaging ad with the best CTR.

  5. Hand holding (Helping users out with the game if they are struggling.)
    The more availability of hand holding in a game can impact how long they play and if they have enough help with the game, they can play for much longer times. My friend had a game with absolutely zero hand-holding in it and then added hints. The game went from 0 to 50+ players in less than a day after helping them. Don’t give away to users how to do something exactly; That would just be boring. But, if a user is constantly dying, maybe give them some sort of temporary power to help them through it. Or, give them a hint on how to do that level- Example, maybe the best path to take there. Give these hints every few minutes based on how a user is doing with a stage.

There are many tutorials on this and ways to keep users and gain them. @Alvin_Blox (Sincerely sorry for the ping, Alvin. You just had a great tutorial on this), has an amazing tutorial on keeping players and retaining them. I recommend watching it now, learning, taking notes, and using these tips above to help your game quite a bit.

This is all just constructive criticism and ideas that may help out your game. They are in no way guaranteed to help but easily can and have many times for people advertising their games trying to gain players.

Here is the AlvinBlox video:

Hopefully this helps- Good luck with your game. :smiley:

9 Likes

“I spend 100 robux on advertising but I got only 45 clicks”
You don’t understand how good that is! But that’s the mistake. You should be spending at least 5k robux on advertisement. If you have a tight budget, look for small streamers to play your game.

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How can I show my game to youtubers? They will never find my game. It haven’t enought visits.

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You must be young.
You have to invest in your game, meaning; spend at least 1k robux on advertising.
But before you do that, make sure people can buy stuff in your game.
If you make a game, it has millions and millions of player and you don’t put game passes or a coin system, you won’t get any money.

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I didn’t put any gamepasses because I think having a coil is really cheating. I accept only thing like skips who which only affects one stage. I have another question: Is making cheap gamepasses for comestics like trails, halos or title can make money?

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just pay someyoutuber to play your game with like 10k subscribers or maybe even more popular.

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As a dev, you must make money.
Make as many game passes as possible.

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This. ^ It will eventually, upon getting players, quite literally pay itself off. Add more passes; That’s a good thing because a lot of the time it means more bought and then more money. Making this money will allow you to do as said above, investing into your game and ads, and gaining more players concurrently.

(Edit): There is a such thing as too many passes. While there is no certain number, I’d say 7-10 max.

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I think this is a bad strategy just making as many gamepasses as possible. You shouldn’t have more than 5 gamepasses in a DCO ideally.

Making as many gamepasses as possible show that your in for the money and not for the passion of making games

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I agree with this to an extent; Though, people should understand that developers need money, for funding their own games. I’d say that 7 is a good maximum amount for most games- Many games have more than 5 and still get very positive feedback and many gamepasses bought. It only starts to look like a large money grab when you get about 9+ passes in there and have them pop up a lot in the game. For a DCO, I wouldn’t add more than 7 of them- But that’s a personal opinion.

3 Likes

I think the answer is simple. DCOs are repetitive. And yours does not innovate, it simply follows the status quo, except it is even more bland than a lot of other DCOs.

If you want more visits, add some original mechanics. Camera inverses. Time-based moving platforms. Mechanics that will make your game stand out.

Why? Nobody is playing their game right now, the last thing you want is a sub-optimal cash grab. Nobody’s going to buy anything if you don’t have a good game.

I see where you’re coming from, but if they spent only a hundred Robux on ads, I don’t think that this is viable. Honestly, I don’t think it would be viable even if they had the money. It would likely have limited effectiveness, assuming you can even make contact with them at all.

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I revamped the Effortless difficulty and I added pratice zone. What do you think?

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I will update my game soon. The new features is here:

  • New difficulties (Jumpless to Nil instead of Effortless - Catastrophic)
  • New client sided objects (Pushboxes, moving plate, timed button)
  • Bigger tower (80 x 80 x 80 studs instead 72 x 72 x 72 studs )
  • Better aesthetic.
  • Hint sign

What do you think of these new features?

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Please do not advertise your game. There is a 80/20 chance that you will loose your profit gone in the advertisement. My idea is to make games that influence young audiences since there are alot. I’d say make something stupid and simple cause that strategy worked for me lol

1 Like