New game, looking for advice

Hello, I’ve just released my new game and launched ads for it, however players are leaving before completing the tutorial or right after completing the tutorial.

Not too sure what’s the issue and is looking for feedback regarding it.

The ads seems to be doing badly too with 1.17% CTR and 0.031 CPP

Here’s the game

3 Likes

Here’s what I feel you need and noticed

  1. Make the player walk faster
  2. The lighting is kind of drab. Make it pop more
  3. The tutorial box and buttons maybe shouldn’t be gray, it’s a dull color.
  4. I didn’t immediately see the lit up store button even though everything else is darker and started walking toward where the arrow led to. Maybe just me?
  5. The music feels too… classical?
  6. Add an arrow pointing to the Make Plastic button
  7. Add a sound effect when you click on a UI button

I think just the style and lighting of the game doesn’t match the bright thumbnails. It might not be capturing people’s attention quick enough

Hopefully this helps!

2 Likes

Hi, I may be repeating myself, like always :sob:, but most developers seem to not overcome the barrier needed for success.

(opinion, I may be wrong :sob:): Nowadays, popular tycoon games have like 2k-5k CCU, on average, a relatively small number compared to other popular Roblox games, platform-wide (with 100k-500k CCU).
Mainly because of the inherent grindy nature and overuse of tycoon games. I think it’s very important to know this fact for anyone who wants to create a tycoon game that people want to play, today.

When most tycoon fans (generalizing, not saying that I am 100% right) are so “desensitized” from playing so many tycoon games, what do they think they want after that? More of the same process? I think something way more fresh, something they have never seen before (Well, at least partially).

Your game is essentially making toys, but what makes it even greater than the standard process of grinding? I am assuming flexing rare toys, that only a few have? That could work (maybe, idk for sure), only if there haven’t been great toy tycoon games before, about flexing rare toys (which I haven’t checked much, have there been?).

Another issue is being instantly clear to a mostly young audience. Assume they have almost no attention span (which they may have a lot of, if they like your game :sob:), how can you show the main “selling” point of your game, “flexing rare toys”, in the shortest amount of time? This main aspect of your game needs to be front-and-center, super clear.
I think it would be even greater if some youtubers/streamers could create entertaining videos showcasing that the flexing nature in your game is engaging/fun.

Nonetheless, if your game has a lot of potential but is buggy, unclear, confusing… whatever, forget about it. :sob:

To achieve everything that makes a game fun, think in terms of creativity, psychology, marketing - study it, that’s the key.

To how much you need to study these topics, the best analogy I can think of, to understand studying it better, is to compare it to programming: will knowing just a few simple things about it enables you to create great games? Nope. The more you learn about the topics I mentioned, the better.

TL;DR: Idk what I just wrote here, ignore everything :sob:
(jk :blush:).

1 Like