Improvements or Doomed To Fail? | Honest Opinions, please

Heya! I’m Lucille, and I’ve been coding for about 5-6 years and scripting on Roblox for about a couple months (~5 months since DELETE MY GAME). Recently I made a game that is still being developed called DEEP BLUE with a partner (our games and group remains a 2-developer operation) which is being sponsored for a considerable amount. I do all of the scripting for the game, from the lobbies handler to storing player data and I really want some advice on the game, specifically more about the con, bads, and frustrations with the game and if it’s doomed to fail as I’m finding it hard to keep a consistent community or player base and the benchmarks are horrid to put it lightly. I’ll list out stuff such as retention, playtime, and other QOL stuff I added or have planned and I need some opinions on that

Game Link: [:anchor:] Deep Blue [Alpha V2.3] [BOATS!] - Roblox.

                              [Retention]


[1] I have added a daily rewards track to encourage players to come back as the rewards scale greatly with the number of days they come back along with a small streak as little bonus for coming back.
[2] The game has perks and boats (updated just now) and they can mix and match as many perks as they want together and choose a boat to use. I thought this would give players a short time goal (a single perk or boat) and a long-time goal (a set of perks a player wants that can be OP).
[3] Theres small titles players can show off and I thought this would give players another short time/long time goal as certain titles requires achievements in the game etc.

                              [Playtime]


[1] The game itself takes a bit per week which is something I will lower.
[2] I originally thought that the beginning spawn islands were too bland/boring to explore so I added sea floor decorations, safe entities that swim around you, and structures that spawn above the water as well to add some flair in addition to another source of valuables
[3] When considering playtime, I asked myself: why should I continue playing? And the main game is about exploration, collecting and encouraging players to go to the new regions and interact with new environment however I’ve noticed that there isn’t really a reason to do so since the game is pretty easy and you can camp at the beginning regons. I am considering adding a feature called REGION LOCKING where every week locks a region or contaminates a region (inner regions) so it’s less desirable and encourages players to go to the further regions.

                           [Day 7 Retention]


[1] The daily reward has a special thing where every odd week grants you a random perk on the 7th day of logging in. I thought this may give the player a weekly goal and encourage players to sign in for a perk rather than just credits

                      [Player Conversion Rate]


[1] I really don’t know how I can improve this. I don’t want the game to feel boring without monetization but I don’t know how to encourage people to buy my products and stuff. I’m more concerned about players having a fun time/staying.
[2] I have start packs that are limited in the game and some price anchoring to encourage buying packs rather than just bare credits.

                       [Avg Rev / Paying User]


[1] I understand this one, Most developer products are cheap. The main problem is no one is buying them [SEE PLAYER CONVERSION RATE]

                   [Qualified Playthrough rate]


[1] My home recommendation Qualified Play Through Rate is 9.80% idk why it’s 1.56% here…
[2] I’m horrible with visuals I don’t know how to design good GUIs, thumbnails, rigs, anything good looking.

                     [Quality Of Life / Others]

[1] I understand the upgrading station being exclusively on the spawn island and we are working to add it to the merchant ship to enable and encourage further travel.
[2] We are planning to add underwater structures, killing entities/players, bosses such as leviathans, items., emotes etc. However, I don’t want to be illusioned into thinking something will succeed and be disappointed when it doesn’t.
[3] We are considering region locking to encourage players to go further.
[4] We have funnels and note that most players don’t complete a game (either by dying, not meeting quota, or successfully leaving the game). I really need help on this.
[5] We have community tasks in the game currently which are tasks that EVERYONE contributes to (like earn 6000 credits) and everyone can claim those rewards which we hope knits the community more tightly with each other and promotes teamwork.

Thanks so much for any advice anyone can give! Please feel free to bash the game as much as you like, it helps me to identify weak points and improve upon it. I usually work on the game day round since its summer vacation so I can implement bug fixes/new updates far more frequently.

2 Likes

Your game is NOT Destined to fail, the only flaws i noticed are:

screenshots

the joystick (dunno if its intentional)


the proximity prompt (disable when driving pls)

Promote your game and it will be successful !!!
otherwise if i’d play (if i had friends :sad_but_relieved_face: )

This game is actually pretty well made, I don’t think this is destined to fail at all. It’s quite relaxing.

17 Likes

Everything about this game from the art to the sounds to the gameplay is top notch. What I would recommend you doing is to post a trailer in youtube. This would attract many more players to the game.

1 Like