First impressions go a long way. Here is what I noticed after joining for the first time.
When I first opened up the game page I was pretty interested in what I saw. On the Roblox game page, there was good game art, the description was well-formatted, everything was calling for me to join. So I clicked play and Roblox booted up.
However, immediately after loading in, I was greeted with what felt like a tidal wave of players. All of whom were running around randomly and jumping like crazy. I was very confused, I had no clue what was going on. There was nothing that explained to me (or even hinted) at to what the game was about, where I should go, or even how to get started.
Your lobby needs to be more explicit when it comes to directing player movement. Reduce the amount of players running around, make a more direct path to the main objective (which is to enter a submarine), and move some of the monetization portals out of the way of the subs.
Notice how the players game chats are covering up large portions of the game view?
All the players jumping around are too much for a new players mind to handle at once, the new player should have to do any more mental processing then is needed to get going.
I almost left right then. I could feel my mind tense up from the shocking and claustrophobic feel of the lobby. But then I noticed a submarine surfacing. It caught my interest. So I attempted to walk towards them. But unfortunately, I failing. I was struggling to understand where I needed to go. Finally, I realized that I needed to walk around the giant holographic radio and all the other in-game offers before I could get on the pier to enter the sub.
Now, one key aspect of monetization is to show your players that they can spend their money, but when a player first joins, the first thing they should see is the quickest way to get started. Then after they understand what the game is you should begin selling them stuff.
Entering the sub
I then entered the sub. At first, I was a bit confused. I still wasnāt sure what the objective of the game was or even what the game was about (aside from submarines). I walked around the sub quite a bit and I was fairly irritated by how small the space was. Granted it is a submarine so it makes sense, however, my third-person camera kept readjusting EVERY SINGLE TIME I walked because of all the walls.
Consider changing the view to first-person or some form of customized third-person that brings down the transparency of walls when a player is hidden behind one.
It got worse when the ācurrentā came because when the shaking began the camera when ape-poop and literally flipped out.
However, all of this would have been somewhat acceptable if the gameplay had actually been interesting.
Now, before I move into this part of the response, please do not take this as an insult to you or your skills as a developer/game designer. I too have my fair share of boring games so every criticism I have and am making is all to help you improve. Take it as constructive criticism.
Now, to continue. Your gameplay was what finally made me pull the trigger and leave. Nothing interesting happened quickly enough to keep me engaged enough to continue playing. The events that I experienced went as follows:
- Ok so Iām on the sub, the captain is apologizing for the last trip (presumably from the first version of this game).
- The game tells us to walk around.
- Okay, Iām still walking around.
- Still walking.
- Oh, somebody saw a shark. (Shark swims past window)
- Shark is no longer at the window but we are all still looking at it.
- Oh well, I guess that doesnāt mean anything, the music hasnāt changed to signify any problem
- Walk around moreā¦
- Captain says to sit down because of a current.
- The camera temporarily goes spastic.
- Ok, now its lunch time. (Was there no problems that were caused as a result of the category 10 earthquake we all just sat through?)
- Girl drinks peanut butter (I was hoping the chef would reveal that sheād poisoned the drinks or at least used something gross. Anything to make it interesting.)
- Everyone has to find a med kit.
- I left.
You see, as a player, I was hoping for something more personal. I got really bored because all the āissuesā were either not related to me (hence, if the chef turned out to be a psyco-killer and poisoned everyone we would ALL be in danger instead of one girl Iāve never met), nor were they related to each other. Maybe after that huge earthquake like current the sub could have caught on fire. Then all the players would have to try to put it out or risk dying.
Point is, make the issues related and make them relevant.
I can see a great future for this game but right now you are losing people because of the lack of pacing, relevance, and organization.
I hope this was helpful to you.
EDIT:
After joining a second time it was more clear where I needed to go and I could understand better but that first join in was still confusing as hell.