I need tips on making my game retention and progression better

My game is struggling with retention, hitting 20% once in a week from update and then 0% dead silence, i think i should improve the progression, right now the only thing that saves is cleared daily missions, thats all.

I tried adding a small weapon progression, player stats similar to deepwoken.

I thought about adding character slots like in deepwoken, type soul, apocrypha (cant think of other game), i want to hear yall’s thoughts on it and feedback.

Any response is appreciated.

My bad, had a bug where it wouldnt let you past slot selection, fixed now.

Before throwing in more progression systems, I’d suggest gathering or sharing more data

  • Track when and where players quit
  • Identify what they were doing right before they left

If they are leaving early, it’s not the progression system, right? It’s probably onboarding, clarity, or early-game engagement.

If they are leaving late then I’d suspect the progression system, mid-game goals, and replayability.

1 Like

It kinda depends from player to player, some play for 3 minutes and leave, others play it to the end, i did get to play with some new players but often what happens is that they rarely notice the first quest that even has a waypoint right on the spawn, my last thought on how to make it even more visible is to highlight the npc the quest leads them to.

By waypoint, do you mean the compass?

By waypoint i mean the text thats above the npc’s head saying “Guide”, the quest says to talk to the guide in the back of the red container.

You could try a highlight on the character/quest point based on promixity, possibly test AlwaysOnTop to make sure players get to it.

I’d also recommend using Funnel Events in the Analytics to figure out where you’re losing players.

1 Like

Yeah planning to that with the highlight, definitely gonna use AlwaysOnTop.

Thanks for this info, i didnt pay much attention to the funnels so im gonna try it.

1 Like

So, you need to play other games and compare your game to them in every way. This means the description, game icon/thumbnail, monetization, advertising (Twitter, TIkTok, etc.), SFX, VFX, UI, and how they guide the player. I do not mean copy them, but understand why they made their choices, then see what you can change while staying true to your vision of the game. Just learn what impacts the algorithm, which there are videos for.

I think your game has potential, but there does need to be changes. Some of this stuff you might’ve already thought about yourself, but I want to cover everything.
Anyway, here’s what I noticed:

  • In general, the dialogue gives unnecessary detail which is annoying especially without SFX (Animal Crossing & Rogue Lineage do this well). People will ignore your tutorial because of the text unless it’s short and an easy read for kids. I ignored it myself, which I now will annoy you, but I treated your game the same way I would if I were trying out any other game for a realistic review.

  • Instead of a tutorial, just make the objectives easy to find and straightfoward as basic requirements for keeping the base up. This will teach new players the mechanics while not bothering returning players (like how no one gets annoyed at FNAF on Night 1). A subtle tutorial is a lot better than a forced one.

  • There is not much of a guide for the player. The UI isn’t noticeable enough and there’s not much of it (no settings, store, etc.). For example, when I rejoined, initially I did not know if my slot saved because ‘Slot A’ looked the same as when I first played (games usually put your character with stats in the slot to visualize that). Additionally, buildings such as shops do not stand out enough for new players looking at them from far away (same for objectives like the elevator).

  • Expanding on the last point, set ‘conditions’ and make it where let’s say each ‘region’ feels different via environment, ambience/music, and perhaps lighting. The same should be for night time and when it’s sunrise again, as it being day/night time should be important. Also, if parts of the map do look different, then it will be easier to find your way back or know where you are at least (rewards the player for playing the game long enough). You could also make it where there’s intense ambience or music when in combat.

  • It is too predictable in certain ways based on what I have seen. Add random events like a blizzard (add a warning), have multiple variants of the map (the layout), more notable variety of types of enemies, and have those enemy NPC’s not as easy to find. Something making your shop(s) have a timer that resets the items available daily will help (like Grow a Garden, TDS, and Build A Plane).

Now for quick easy fixes:

  • Make your game’s title shorter and simpler, as kids will not know how to spell “requiem.”
  • Enemy NPC’s are too awkwardly placed and scattered throughout the map.
  • The outpost is awkward to walk through and so are some of the other buildings especially that have steps.
  • Day 1 is too hard for any new player. I got jumped by around 5 NPC’s at once and died.
  • Add different symbols for friendly NPC’s that identify them easily like the Blacksmith or Guide.
  • When an enemy NPC is triggered, add an SFX for it and maybe a temporary exclamation mark above them.
  • You take fall damage too easily.
  • Do not have it ask for a tutorial or show the introduction’s dialogue when they’ve clicked an already saved slot.

I know I just listed a bunch of criticisms, but there are things you did good as well. Also, you don’t HAVE to do any of these suggestions or change your vision of the game. Just pick whatever you think would fix the game while retaining to your vision or even alter them to be compatible with it.

My last piece of advice, when this game is a lot more polished, reupload it under a group. To my knowledge, newly listed things such as games or UGC, ROBLOX does go off your performance during the first few weeks. Also, with it uploaded under a group, it’s cheaper for commissioning devs via robux compared to buying t-shirts/gamepasses (don’t have to cover the 30% tax). Plus, you can build a community/following more easily under a group.

1 Like

Amazing review and response, im glad you listed alot of things that could be improved, thanks to responses like yours the game is better than before.

Not sure which tutorial you mean, if the Faust one or the Mark one, but i agree they are rather long, i will make the forced one appear only once when playing a slot, possibly saving the dialogues so player can replay them whenever they want.

This is a good idea of the tutorial being while you play via objectives.

Not sure what you mean by UI not being noticeable enough, Visualizing player with stats is a good idea, i like the idea with icons above shops when youre far away, i think the elevator is noticeable enough since its a big hole in ground plus the compass points towards it.

Good idea, i will think about it, right now the map is as it was at the beginning, since i suck at building and im a solo dev, right now there is ambience music only during waves, i could do the same with non raiding enemies.

Random events is a good idea, i am trying lately to make new npc models for different phases, the shop having timer would only make sense at the blacksmith right now, but i will add it later since theres just two weapons to buy.

The game’s title is like this because of the search, theres other game called dawnfall which pops up first when searching that, i will try to come up with a better subtitle, thanks for telling me.

Yeah i agree on that, sometimes its annoying, i plan on spawning them in groups and having like small outposts for them that spawn randomly and have loot guarded by them.

Not sure what you mean by being awkward to walk through or other buildings that have steps.

Was it during wave or other npcs spotting you? maybe combination of both, i know theres a bug that sometime spawn unwanted wave for killing one non raiding enemy.

Good idea, i could try to do that.

I planned to do that, not sure why i didnt finish it, ill make them notice you aswell if you hit them from behind.

I will try to reduce it.

I will probably add it to the dialogue replay thing, thanks.

When i get the chance to work with different devs without ruining my pockets i will consider this, thank you.