I’ve been making games for years in Unity, but this is my first actual published game on Roblox. It’s been released for a little under a month, and only has ~100 visits. I want to hear any feedback anyone has on improving the game, or getting the play count up, or really just any feedback at all.
I would go more in-depth here, but I want to keep your opinion on the game real and not influence it in my favor. Basically it’s a simulator that combines aspects of a bunch of other simulators I liked to play when I was younger, let me know what you think of it and if you find anything I could improve.
Hey! I’ve just had a look at your game, and congrats on publishing your first ROBLOX game!! I’ve got a few things that might help you:
Thumbnail: this genuinely can make or break your game. Because if no one even gets the chance to try your game, ROBLOX isn’t going to know if it’s good or not! Based on your thumbnails, a player should be able to tell what the game is about. You should have a look at some thumbnails of current successful games. They’re a lot more, well, saturated in colour and have a lot going on. You need to bear in mind a large demographic of ROBLOX includes younger kids, and they love colour.
I’m no fan of brainrot-related games, but you can see the grass is VERY green and attention-grabbing. The strokes (black lines around the characters in frame) draw attention, and the layout builds suspense and curiousity for players to click on. Definitely some things you can draw from there: it needs to catch the eye + create curiousity. This can be measured in the metrics too; do some A/B testing and see which gets the highest CTR. It’s been a while since I’ve done these so my numbers may be wrong, but try get a QPTR of at least 1%.
Title: Unfortunately I do think simulators are out of trend now. A lot of the titles nowadays are like “verb a noun”. Steal a Brainrot, Grow a Garden. Or they’re very descriptive of what the game is about. 99 Nights in the forest, Poison Drinks, Fish it!. Literally try and describe the game. Maybe consider “Collect Chickens”, or “Build a Chicken Army”. Remember it’s mostly a younger demographic who want easily digestible content.
I then joined the game and have a few more things you could improve on, as well as some things you did well.
Great that you added a tutorial!
Lighting definitely needs some work. It’s a bit dark (remember, nice and bright is what we’re going for). A think a lot of these games also don’t have a day/night cycle, you could just make it permanently day to help w lighting.
You definitely could add some textures! Even the default roblox ones would be nice. Right now it looks like everything is smooth plastic and almost makes the game look like it’s not loaded. You can cop out and add a stud texture to everything; visually this gives more stimulating content + it matches the kinda game genre this seems to fit in.
Okay, the sun just rose. The lighting is way better ngl. It’s actually a lot nicer now.
UI could definitely use some rework. Visually it’s a bit bare-bones. Definitely add some tweens (animations) though. A popup for the ui, the text that the farmer says (like for “welcome to the coop shop!”. I like the sound effects you’ve added, def makes it more satisfying to interact with.
Maybe make each of the shops more distinct so players can tell what it is. Maybe colour the stalls differently, or add a billboardUI over the heads of each rig with the details.
The chicken models r so cute I love them.
The rolling eggs are also funny, I rate that.
You might want to give players clues as to why they’re playing. For example, if they’re here to hunt mutations/sizes, maybe guarantee the second egg to have a mutation. Otherwise if players don’t see a key objective, they’ll quit.
Maybe explain that it’s one chicken per coop as well. I bought another chicken and couldn’t add it to my existing coop. Even a (1/1 Chickens) billboardUI could do.
Definitely work on the screenUIs too, some of the scaling is a little off. The quest menu is huge on the top left corner. And I guess just keep a consistent theme.
Overall I think you have a fantastic base for the game. It’s just a bit of polishing and presentation that could take you the extra mile. Hopefully my advice is helpful and I wish you all the best in your future ROBLOX games!
Thank you for the very in-depth post! I was actually just looking at the icon and comparing it to what is on the top charts, it definitely much…less bright than the games on the top charts, that’ll probably be my first change. My click through rate isn’t awful but it could be improved.
I spent a while on the lighting, but the day/night cycle is a new thing I’ve added recently. I do like the day/night cycle, but I think I could remediate the lighting by maybe increasing the moon brightness? idk I’ll test some things
This is actually super helpful, I’ll probably spend much of tomorrow improving all the things you mentioned (the shops not being unique is mentioned a lot, I definitely need to do that it’s just…time consuming).
your games is pretty fine but the UI and building is really lacking, also the dialogue options are blocked by the differently placed chat box, your map kinda suffers from gigantism as in its too big , also in my opinion you should make the sell and buy npc one
When I first joined the game, I spent all my money on chickens thinking that was the objective, but then couldn’t afford a coop without paying robux ,essentially softlocking myself. Was it mostly my fault for not paying attention?? Yes, but the fact that players can softlock is still a major issue that can turn them away from this game
Additional notes from the map since i can’t test the gameplay:
1st. Map is a little barren. Even a few Trees or rocks and some grass is enough.
2nd. Is that the npcs shops are too similar. This is a very small issue which can be fixed by maybe changing the roof color adding some more variation
I have definitely noticed that the chat box and other ui elements overlap, especially on mobile. I’m trying to figure out how to position everything, because I initially moved the chat box to the bottom right because it overlapped the quest bar, but now it overlaps the dialogue options.
I thought about removing the leaderboard all together (maybe a physical board on the map), and moving the chat box there.
Also the softlocking is…a big issue. Initially when I created the tutorial I was gonna have it black out everything but the buttons you need to press, maybe I do need to just push through and do that. Probably will also add a silo-looking “dispenser” that gives free currency every hour or so, which could further remediate that issue.
I’ve been trying to improve the first five minutes for a while now, because something like half my players drop out between the first and second minute, but then a quarter of them stay for another thirty minutes or so. I think the start is just a bit boring compared to the rest, the first reply by Emma said I should have the second egg guarantee a modifier on the egg which I think could be a perfect solution.