Hello fellow developers, I’ve had this question in my head for a while now and I’m still not 100% sure on what to do. I’ve started creating a game starting late July 2019 (simulator) and have been for months making it to my ability as a solo developer to the best as it can be (unique, mechanics, etc.) and as far as I can tell, a solid game. Updated almost daily to as small as a line of code, or big like my resent trading system. But with all of this comes pressure of if my game is good enough, I don’t have the money as I’m only 15 to “hire” people to help, or afford small things like better builds or advertise. As I speak the game has had 1,962 visits, 22 Favorites, 14 Like/13 Dislike ratio (51%) and a average visit length of 5-6 minutes (all devices combined) now with this is mind comes my issue, is my game good/ready enough? I won’t go over mechanics here but how can one be 100% positive the game is ready to be “put out there” i.e. asking for investments, advertise, etc. I know generally it depends on how the game plays, but with me being a solo developer and other reasons I struggle with decision making. I don’t want to do it to soon or to late and run my game to the ground with no chance of return. How can one solidly say, “my game is ready with little to no flaws?” I asked this question here as to make a great game you need great feedback. To design a great game. I thank you if you read all of this and any help/feedback is appreciated. Thanks in advanced,
~Notrealac0unt
My philosophy has always been that if you have to question that sort of stuff, it’s probably not ready. I don’t have much to back that up but my own personal experience. My game released well and was received well until it inevitably died down because of reasons I had initially expected.
An average visit length of 5-6 minutes is not good, however that could be due to small sample size. My game had an average of 11 and that also wasn’t good so we designed an update to make it higher, and that update increased it by about 1.5 minutes.
As far as simulators go, that market is pretty saturated but if you think your game is good enough, go for it. It is 100% true that it all depends on how the game plays. However, if you have enough Robux you could just sponsor it a ton and essentially buy your way into popularity, but that takes hundreds of thousands of Robux. Don’t expect your first sponsor/ad to be profitable. Also, try to get some friends to like the game. 51% and only 27 total votes isn’t very appealing.
TL;DR
If you are questioning this, it probably is not ready. The “point of no return” happens when you get an investor and your game flops. I’ve never experienced this personally, but it can get messy.
Making a business plan is crucial to succeeding here. Detail everything out!
All games in the Roblox community have the potential to strike the front page and become money makers if your game has an enjoyable player experience and manages to keep players addicted to your game. It all comes down to a selection of factors that can determine whether your game is truly capable of becoming popular overtime.
In overall terms of your game stats, it doesn’t seem good. If people truly like your game, you’d be expecting roughly a 75% Likes to 25% Dislike ratio and a higher favorite count. Aside from the possibility that your game isn’t fun to play, it could be from the lack of communication. Tell people to like, favorite your game and ask for feedback! Even if some of them don’t listen it’ll definitely help you out anyways. An average 5-6 minute visit length isn’t too appealing either, you can raise this amount by adding more primary goals to your game, fun challenges or other features. I reckon around perhaps a 10-15 minute average visit length.
So it seems clearly after analyzing your game stats that it needs working on, but don’t worry! The same can happen to all of the games out there (Like mine). To get further accurate stats for your game I recommend sponsoring or advertising your game for a small sum of Robux of around 50-1000 Robux. This way you can survey new coming players of their first impressions and overall opinion of the game. Even kick starting your player base population!
Once your confident that your game has good stats and have the proof that it really has potential, go out there and look for investors! Someone out there will believe that your game has the potential they’re looking for and they’ll offer you their interests.
To finalize your question, my answer would be to improve your game until the point it has those better stats. Wait for a good time that most people would be playing Roblox by and then look for an investor and properly release your game!
However I wish you the best of luck to your game! Perhaps both of our games will succeed someday! I also agree with @rolbloxguy1876 and @LuckyTux so take credit from them
(Please let me know if this reply needs modifying as I haven’t commented to too many posts)
That’s not necessarily true. Some games fill niches for difficulty or personal preference where those aren’t necessarily applicable. Plus, you’d want at least an 85% LDR
Thank you all for the responses! I forgot to mention this so I’ll ask it in a follow up question. What if those 27 votes (like vs. dislike) were spread out over time? EX: 4 dislikes were from 2 months ago due to a major bug I didn’t find until a few days later? So on with others.
27 votes is too small of a sample size. Apply to have your game QA tested if it’s a big concern for you