im about a week or two away from releasing my Game and im worried about its player retention abilities.
The games concept is something i personally havent seen on roblox before, so im unsure how people will react to it.
Being a top-down shooter/ stealth game, I feel as though the replayability in the concept itself could succeed, but i also worry its not enough. Ive added around 15 unlockable operators that can be purchased with in-game currency, with each one having its own unique weapons, playing styles, and equipment. You would start off with 8 Operators to choose from, so it doesnt feel like youre stuck playing one operator for days on end.
There is a level system, but all it does is level you up. I have yet to think of anything that players can earn from getting to certain levels.
Do you think that having the option to unlock a wide variety of unique operators to match your playing style would be enough for players to come back and grind?
Since this is a shooter game, make sure you use enough of your budget to advertise. Players usually leave once they see the game empty since they have no others to play with. A good way of keeping your players is to slowly increment the power of the āoperatorsā and try your best not to create an āending pointā. An āending pointā is when a certain player has ācompletedā the game, all achievements unlocked, they are the most powerful, etc. This is when the player decides to leave, so itās best to constantly add new operators/features.
I made sure that players can at least unlock one operator before they reach level two (about 20 or so minutes of playing) and try to keep the āgrindingā need low.
I know when I play games, trying to grind for days on end just to get something to be as good as another player can get boring and frustrating, thatās why rather than the operators being overpowering to the starter operators, they are balanced, but with unique ways to play each so players feel like they unlocked them with good reason.
What exactly do you mean by master mode?
I was thinking of adding ranked lobbies so experienced players have more of a challenge, if thatās what you meant
You definitely need gamepassesā¦ Gamepasses not only grant you money, but it also encourages the player to come back, since they have an advantage over others.
As @xander5610 said, I feel like having game passes that allow an advantage over others would be crossing the line into p2w.
I made sure the game is balanced, no matter which operator you chose. There are 4 operators that are considered āpremiumā that can be unlocked only through card packs. Card packs can be purchased for robux, or if you are a premium member; you get one daily card pack, along with other benefits as an incentive to get players to purchase premium through the game
One thing that helps me, is when unlocking new items, characters, or whatever, is to make sure the player can get a few new āthingsā in the span of about 15-40 minutes. With this, donāt make it so all the āthingsā are unlocked 15-40 minutes. When you reach a point where you can say āyes, this player likes my gameā, make the unlockables harder to get, but donāt increase it immediatly. Slowly increase the grind, then drop it again, only to increase it another time.
Hopefully that makes sense. Iām in class right now so i typed this out really fast. mb for any typos.