Games with a rounds system don’t have an option to play alone, so I wonder how they got around this issue.
It seems relatively uninteresting when there’s nobody else in the game, and it seems very easy to win. All you need to do is touch a part after moving about 5-20 meters. It quite literally took 2 seconds to win! The death effect is also broken I think, it just flung me in the air.
Players leave when they cannot find an answer to this simple question:
“What’s the point?”
Although it might not fit for your game’s style, consider adding upgrades that the user can get by completing a level. This can be a simple improvement, such as run speed or jump power, or more complex. This also gives you opportunities to sell developer products.
They also might ask this question because of this:
We have things called level rewards, which give you items when you reach certain levels. Are these not clear?
No, these were not very clear at the beginning. What are these items?
They are things like potions, traps, and other miscellaneous items that give the player an advantage either round-wise or currency-wise. Did you not notice them? How to we make them more noticable, because that could be a reason why people leave, since they think there is nothing to go after.
I would recommend including it in the tutorial, after it is completed. Some UI that shows an arrow to the right button to click on to go to the upgrades. Possibly gaining a level after completing the tutorial too.
While in the tutorial, you don’t have a level. Instead of leveling up, wouldn’t it be better to instead make the first level reward be obtainable upon joining? Also, how could we incorperate it into the tutorial if you have no level while into the tutorial? We don’t want to make the tutorial too long, as it may put off some users. I also feel it would be strange to add an arrow pointing to the level rewards but not pointing to some other features. Should we just add arrows pointing to a lot of important features, or is that not neccesary?
Alright, maybe you should give them enough rewards to allow them to level up when they complete the tutorial and come back to the starting place. Then, the starting place has its own tutorial where you see what to do with levels.
You could possibly also tell them where to go after they earn their first level.
Yes, a start place tutorial would be a good idea. That way, we can show them things that you couldn’t learn in the regular tutorial. I just hope it doesn’t scare away the younger audience.
I did a quick play of your game, and it is an interesting one. I like the exploration part, but other than running around finding buttons and / or levers, there really isn’t much else going on. In my opinion, maybe add more objectives or goals to open the win area. For example, there could be a random chance that an obby spawns in and you have to complete the obby to complete the maze or to get to the button.
Ok, we’ll try to add something alike that! Is there anything else you noticed that could harm session times and player retention rates.
In the game design (map, golem, things like that), I didn’t notice anything else that could harm session times. But I did notice that your game lacks some elements found in similar games. The ability to change votes, a visible sprint bar. The biggest thing I see is character customization in some sort-of avatar shop or something that uses in-game currency, awarded by completing the maze.
I have two questions. What’s the average age of the players and what’s is the average playtime?
Well, the average visit time is usually in between 1 - 4 minutes, while a lot of the players who play are 18+ (but, since many kids don’t put their real name, a significant potion of them are probably <13.)
I assume they rage quit and leave the game. Or just get bored.
Well, how do we fix that then?
You first need to find what makes them rage quit and change it (make it easier). There is still a chance they leave because there aren’t any players playing with them.
Yes, but sometimes they don’t die, yet they leave anyways, after just one round.
As I said in my last post there is a chance they leave because there aren’t any players to play with or they just get bored (which is unlikely if they leave after the first round).