My game failed... should I spend 70k robux advertising it?

I made a roblox game and it FAILED miserably. I’m considering spending 70k robux advertising it. I would like to know opinions/feedback as to whether or not this is a good idea and as to why it has FAILED.
Game link:

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What do you mean by “it failed”? Did you launch the game, and did it not go as you wanted? Have you already tried promoting it? What did you do to launch your game (if you did)?

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I had a bunch of people play it and they all said it was garbage. I also played with a bunch of people from my school and they said i should just start over and make a new game because its terrible.

Ah, okay. Thanks for clearing that up. Did they go into detail about what they didn’t enjoy?

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the game in general. gameplay.

Alright then. I played it for a good 8-10 minutes or so, and here are my thoughts, and my proposed solutions.:

Gameplay: 3/10
There were some things I liked. The telekinesis was cool, and the shield around the house is a cool concept. However, I had a few issues while playing, and I’ll list them in order.

  • When joining the game, I see a list of classes. I don’t know what does what, only the list of items I get. This can be confusing for new players, not knowing who exactly does what. Give the characters a short description on what they do.
  • The beginning part was confusing. I was told to go to the house, and then… to the highlighted shed? That threw me off, and players could easily be turned off by that. Not a strong start. I also didn’t know if I had time to explore the area outside the house due to the storm. Either give the player the axe off the bat, have the house owner give it, or put it along the main path. Also, make the storm boundaries more visible & clear to the player.
  • Once I got to the house, all the doors were closed. So, I wandered behind the house, then the front door cutscene happened. I had to walk all the way back to the front. Make players teleport to the front of the house.
  • The game told me of the crafting system, which I’m sure is cool, but I couldn’t even use it due to needing to collect materials and kill zombies. I’d suggest introducing crafting via a crafting table later into the game. That way, players have more time to adapt to all of your game’s features & systems.
  • I was then told to explore the house, but was interrupted several times by some cutscenes. Cutscenes can interrupt gameplay, but you should add a transition to not break immersion.
  • I don’t get the whole point of Anne’s story. The ‘story’ is overwhelming, with the storm, sanity meter, and the whole Anne dead family bit. A good story game usually has 1 overarching theme with small, sequential events.
  • I was out killing zombies, but died because I was forced into a cutscene. I’m sorry, but if the story needs a cutscene every single minute, it’s gonna break immersion, ruining the player experience.

Aesthetics: 4/10
Map is whatever, the house was kinda cool but everything else was just mid. The map was completely dark, and the zombies kinda just stood around in the beginning. The Roblox materials are whatever, and I liked the art in Anne’s room, but that’s about it. The character models looked soulless, and I couldn’t make out the zombies well in the dark.

Algorithm: 1/10
The Roblox algorithm promotes games based on Retention, Engagement, and Monetization.

There’s no reason for players to come back. Story games like Doors and Break In work due to achievement hunting, and having a random experience every time.
The game isn’t super engaging; with all of the cutscenes and the lack of a clear objective, players will easily get bored.
And other than the 30 robux room, as well as revives, I don’t see how you plan to make money from this. Those things can work, but the other issues above should be fixed first.

Overall: 2/10
Not fun due to having no clear objective, too many systems, interrupted gameplay, slow gameplay, and a confusing sub-plot with Anne. Characters look soulless, and the storm makes early traversal confusing. No repeatability means players won’t be sticking around long, so spending 70k on ads would give you a small spike, then it would likely go back to zero players.

Also, can you please share how to put a google form into your game? That would be so helpful…

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Yes. To add a google form to your game just use bitwise andrea’s module: Form Embedder: An impossibly simple way to add a Google Form to your experience

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What is the main thing I should focus on to improve the game? The classes were just roles you could choose that give you items at the start–they don’t actually do anything. sort of like how in break in you just choose a character. " Make players teleport to the front of the house." I had originally teleported players to the front of the house but it was annoying because they would often be teleported while chopping down trees as the narrator says to do. I really like your suggestion about having the axe be automatically in the player’s inventory. I might do that. The cutscenes every minute are only at the start of the game–later on there are very few cutscenes. I am confused what you mean by this: " * Also, make the storm boundaries more visible & clear to the player."

" I wandered behind the house"
What made you wander behind the house? The narrator says to cut trees with the axe to gather materials.

“A good story game usually has 1 overarching theme with small, sequential events.”
Can you elaborate on that?

“I was out killing zombies, but died because I was forced into a cutscene.”
You died during a cutscene? I made it so you can’t die during cutscenes–infinite health and sanity.

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The narrator also said to go to the house. I got to the shed, saw the storm getting closer, and ran towards the house as to not die. That’s why I wish the boundaries were more clear. Is the storm getting closer? How close is too close?

Looking at other successful story games (and just stories in general), there’s a big objective, and a lot of small objectives to get to the big one. For example, Break In has the big goal of surviving the purge, and the events leading to the final fight are due to the purge. Rainbow friends (for a lack of a better example) has the player trying to leave the park, and the players need to solve puzzles and survive nights to do so. Your game has the big objective (surviving the storm), and the parts with the guy and the zombie shield make a bit of sense, but Anne feels unnecessary to the story, taking away from the urgency of the storm.

Probably my bad tbh. I was fighting a zombie, and saw the cutscene. I skipped it to try to live, but in that time, more zombies had appeared. Partially my fault, but I was not expecting more zombies.

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Thank you so much for the clarifying feedback! I know the game isn’t very good, but if there was one thing I should focus on to make it as good as possible, what would that thing be?
Thank you so much for testing and providing such detailed feedback–I really appreciate it.

Not like that. Its not garbage, but you better not to advertise it right now. Improve it at start.

I’d suggest focusing on streamlining the story. Make the axe be along the path, and introduce the game’s mechanics slower so players won’t be as confused. That, and continue to get feedback and adjust as necessary.

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Don’t spend money on advertising something that people don’t like. Take in the criticism. You need it to improve the game. I’m taking criticism, which has given me some good results.

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