My game isn’t gaining popularity despite all my efforts

Hey everyone, this is my first time posting on the forum.

My game is called “Be Animal.” It’s a game where you become an animal, collect food around the map, grow bigger, and at the end of each run, you roll for new animals kind of like an RNG game.

I feel like my game isn’t getting the attention it deserves. For example, games like Be Fish, Snake Simulator, Eat Slime to Grow Huge, Be a Snake, and Be a Shark somehow have way more players than mine. Some of them don’t even update anymore they feel like simple cash-grab games.

Meanwhile, I’ve been updating every 1–2 weeks, trying to keep the game fair and balanced even for free-to-play players. My benchmark stats are also pretty good, but I still only get around 200–400 players, while those cash-grab games easily have 1,000+.

It honestly makes me sad because it feels like Roblox doesn’t support the developers who actually put effort into making good games.

You can try my game and let me know what you think I’d really appreciate any feedback. :heart:

Game Link : Be Animal - Roblox

6 Likes

my BenchMarks

Roblox recommendations works very unstable, they recommend popular games but not small games, it’s why you see a lot of popular brainrot games on your Charts page. Looks like roblox looks for robux income from your game, so you need increase your incomings (it’s my version). Another way it’s advertise on tiktok or youtube, but it doesn’t provide any guarantees that you will get more stable active players.

2 Likes

Have you tried optimizing the game’s onboarding? If players can start having fun sooner, they’ll play for much longer. Here’s some suggestions to do that:

  • Instead of a tutorial, lead the user with arrows and hide buttons that aren’t important yet (like Quests, Shop, and Index). This opens a lot of free space on screen and could improve the user experience (UX) for beginners.

  • Don’t switch the positions of the buttons on the bottom bar, that’s bad UX!

  • The “Play” portal is not intuitively placed


  • The playtime rewards are extremely overpowered and defeat the purpose (at least for new users)

Nitpick Section

These criticisms aren’t very important, but still you should consider fixing them to polish the game more!

Summary
6 Likes

As you can see, the average playtime for players is over 35 minutes, so I’m not really sure about your suggestion it just feels like you’re just trying to be different for the sake of it.

And about the UI literally 99% of Roblox games take inspiration from others. It’s not like I copied everything I just followed the style. Saying it’s stolen is a crazy take, buddy.

PvP toggle should be highlighted for new players after getting repeatedly killed

I was trying to get more eggs but kept dying to some aggressive pegasus with millions of food, who was also killing everyone else

It was so bad, the entire server went empty, and even the pegasus left after having no one to kill

Much later, I found that the PvP toggle is tucked away in the corner

I definitely would’ve left early if I had not been playing to review the game

As much as I’m not an Avodey fan, he provided constructive criticism and it’s insane to just sum that up as being “different for the sake of it.” I can affirm that it is bad UX to rotate the buttons, it’s confusing and destroys consistency in your static UI (always on screen).

But yeah you can ignore those nitpicks, saying a generic button was stolen is insane.

2 Likes

Thanks for the feedback! We just added the PvP toggle feature about two days ago, so we haven’t really thought much about that yet. We’ll try to include it in the tutorial so new players can notice it more easily.

1 Like

I just don’t see how his suggestion helps at all. I’ve never seen any player who plays my game or even hater mention a problem about this “UI rotation” thing. Most of the other suggestions he gave sound like he only played my game for five minutes and just tried to point out every small flaw he could find. It doesn’t even seem like he actually tried to play the game properly.

i think its just that if you added more options there the ui spinning would be more needlessly complex, its not bad but if you were to add like 2 more options how would that work? like would it move over one at a time or would it spin to that one fully? I think thats the only issue that could arise from it, and just make it so that once you close the menu/option that was opened it goes back to the original

I don’t think 200 active players are bad, just like analytics.

Would you mind sharing how you initially got the game to the 200 players you currently are having? Such as how you advertised to get to that point?