I would like to hear feedback about anything: from the game’s icon, to the thumbnails, to the actual game etc.
Here’s some more information:
So far, most of the players who joined tried one difficulty, and quit. Only a few actually tried different difficulties. I doubt it’s because of the difficulty of the difficulty, since they just kinda choose randomly and still left after only having tried one difficulty.
I’ve put up a 100 R$ sponsor, which’s current stats are (there is still more than half a day left of the sponsor):
My current theory is that eventually, competetive players would find the game who would stay in for longer to try and beat the current world records. But its very much possible that I’m missing something or overlooking something.
I’m also open to hearing any tips on getting players: right now my plan is to find players directly and ask them to try it (not with spam)
Do you think it would be worth it to spend more robux on sponsoring? Should I try finding an investor? If yes, how/where can I find investors?
No clue why, but the Insane difficulty is much easier then the Normal difficulty… Also, I’m not sure if it’s just me, but the background feels mesmerizing, when you see the squares but you’re trying to concentrate on the obstacles and your cube. You could make it so the more you progress, the more sped up it gets, and the more sped up, you see the colours change too. Final thing to say: Spare your robux! To have an effective ad/sponsor, you need much more then 100 ROBUX.
I played the game; honestly I think it’s very unique and well made, and I’d argue it has lots of potential. I’ll write my feedback below.
The GFX
The game’s thumbnails are quite dull - although looking somewhat decent, there isn’t any vibrant colour or eye-catching aesthetics to draw in players.
The icon is alright, but it lacks content since it’s just the letters CS. The thumbnails lack content as well; they didn’t really give me an idea of what the game featured prior to joining.
The Game
The first GUI is a tiny bit overwhelming due to there being so much information on this single interface. The game’s also a bit too quiet here to me - it could do with at least some background music.
There doesn’t seem to be too much difference between the difficulties. First I played normal, then I played insane, and at first I couldn’t notice any difference.
For some reason, the game gets very repetitive after playing just a couple of times. I’d argue this is due to there not being much challenge; the levels get boring very quickly due to being the same (with the exception of the music) and their visual appearance doesn’t change at all. There’s no incentive to play the game either - you could consider the leaderboard as incentive, but reaching the top carries little sense of achievement.
I think, before you start advertising, you should refine the game by adding a variety of new features to give players incentive to play. Also, 100R$ won’t nearly be enough to generate a sustainable amount of impressions and clicks. Since you have a CTR of 0.053%, this clearly indicates the icon you’re using should be changed to be more eye-catching and inviting to your audience, so you won’t waste your money when running sponsors in the future.
It does get faster, Insane maxes speed out at roughly 200 points.
Thanks for that tip about sponsors, I guess I kinda tried to “test the waters” with a low amount
Thank you very much for the in-depth feedback!
Luckily I do have some ideas left that could make the game more complex and difficult, I thought it would be better to keep them as updates, but now I understand that the game as it is needs a bit more things.
I will definitely spend more time on the logo (and thumbnails) and try to make something better: Honestly, I kinda rushed it because I was just so close to being able to release the game… I will fix that mistake of mine.
Pretty much everything you suggested I will do asap
Although, about this, they do get harder and into “appropriate” amounts to their difficulty, it just takes some time (roughly 200 points in Insane the speed maxes out)
But since it seems people get really confused by this, I might remove the gets-harder-element and just make it so they start at their maximum speeds.
I think it’s an interesting concept but it’s dull and boring. I played for a minute and I couldn’t stand it anymore. There should be a forward button to move faster or make all of it faster and add another lane. Also, colors and background effects like fireworks or a color change after a certain point would make it look less dull. There should also be more levels like how Robeats has multiple songs. This game reminds me of robeats but its just not the same.
Thats it. Good luck
Thanks for the feedback, I’ll definitely add more complexity and variety to make it more interesting!
(as a note tho, the game isn’t a rythm game but more of an infinite-runner type which gets harder with time)
Thanks!
Unfortunately the only way I can update all the leaderboards is really slow (1 leaderboard/10 secs), so it can get confusing (since a full cycle between all leaderboards is 2.6 minutes)
How much would you say would be good enough? I currently have 3400, I don’t think it’s much more than 100…
After I change/add/implement all the good feedback, I’m planning to go all in with that 3400 R$, but I’m not sure if that would be enough
Hm, yeah. Maybe? I feel like 19/ 20 is a bit high? But still, I remember seeing AlvinBlox show the results of his advertising, on his Fall Guys on Roblox video, might wanna look into that.
Thankfully that’s not an accurate representation of the people on Roblox.
I searched for how many people use adblocker and I found a figure saying only 25% of internet users do so. I don’t know how credible the source is or how that figure was calculated, but you need to remember the majority of Roblox users are young children who more than likely don’t use an adblocker anyway. The 25% figure was likely far more representative of adults than children due to it being based across the wider internet.
My point is - if 25% of all internet users use an adblocker, the figure would be far less on Roblox alone, meaning you shouldn’t be discouraged from running ads because of that concern.
That is very interesting… thank you
With this information, I think I will try to run an advertisement for the same amount of robux and see the difference.
In my experience, to have an effective sponsor, that can run and can make your game reach 50-100 concurrent players, you need to rip near 10,000-15,000 ROBUX. Thing is, there can be miracles. I’ve seen people drop 5,000 ROBUX on ads, and their game hit frontpage. But I wouldn’t risk it. If you have an attractive advertisement or in your case, game icon, then yes, 10K++ is the go-to.
The game is not very interesting at the start. Seems like a generic mobile game. Difficulty does increase over-time but the start is what attracts players. If it weren’t me actually wanting to have something to give feedback on, I would have quit before things got remotely interesting.
Piggybacking off of the mobile game thing, this is the kind of game who would work great with swiping left or right. Maybe focus more on the mobile players.
The graphics are dull. Yes, the combination of lights due to the Future light mode is nice, but it’s boring. This game is way too basic like this. Mostly no one would want to A. use mobile data to connect to Roblox and play this game on their phones, or B. open up their computer just for this one game. Games like Tetris Effect did a great job at transforming what was once a super basic on-the-go game in a sensation. Work a lot, and I mean a lot on making awesome graphics, make the game react to the music, or make the music react to your movements. Also add more interesting mechanics IMO, like trampolines so the cube can jump over 2-3 blocks or something like this.
TL;DR Game is too boring to be a computer sensation, and because it needs the internet all the time to connect to Roblox, it wouldn’t work as a mobile on-the-go time killer either. You need to make it more interesting and add in more graphical and gameplay content.
The sounds design is great! The clicks and beeps make it sounds awesome, and your theme is nice and consistent. However…
The number 1 problem I see with this game is that it allows for no social interactions.
I didn’t particularly mind this, but Roblox is advertised and treated like a social platform. The good news is that Roblox helps you out automatically with this (the chat, fan groups, the ability to friend), but there is a part of this that you can do on your own. Maybe make it competitive and have multiple race tracks alongside each other, and the last man standing wins?
The 2nd problem is that there isn’t a lot of gameplay variation. As @coreful mentioned
This could be the answer to the gameplay variation problem, but all of the levels feel relatively the same. Make the blocks go faster. Add different traps. Give players the opportunity to customize their block with colors and trails.
Also, I found a bug …
Sometimes I didn’t loose lives after going through a block
Otherwise, great job! This is a quality infinite runner, with obvious time and thought put into it. I’ll didn’t think I would say this, but I’ll probably be back to play this again.
I will do commissions and such to reach above 10K then, thanks! ^^
@Loggkat I see… so basically, my game doesn’t have it’s “thing” that would distinguish it/make it unique enough gameplay and graphics wise for players to want to play it over a much more convenient and better alternative. I will spend a lot of time on improving both its asthetics and gameplay variation then. I have thought of 3-4 modes that can be freely mixed so far, hopefully that will cut it. Thank you!
I actually didn’t think about improving the graphics/effects before your feedback, but thinking about it actually opened loads of possibilities: thanks again.
@CJ_Nelson01 I can definitely see how adding direct competition (like the ability to play against/with people side-by-side) would improve the game, I’ll make sure to add it. Thanks!
And extra thanks for the trail idea: it’s so obvious that there should be trails and yet I completely missed it while making the game…
I would like to add that, either
you were still invincible (50% transparent)
or
the small hitbox didn’t register you.
Unfortunately I had to make the hitboxes of the obstacles 10% of what they look, to make up for the latency problem. Otherwise you would hit obstacles that look like they are further away. (I think it’s a sacrifice worth taking, as it would be much more annoying to die to something you think wouldn’t have killed you)
But in case it was the invincibility and you didn’t notice, I will definitely try to make it more obvious when the player is invincible. Perhaps a protective barrier or such appearing, I’ll think of something
Thank you very much. I won’t disappoint, by the next update I will definitely fix most of the issues mentioned in this thread. I’ll do my best!