Player progression in a minigame styled game?

Just to prevent any possible confusion; this is a game design question, not a graphics design question.

Some background:
I’m the technical half of an emerging studio, and we recently completed a MVP of a minigames/round based styled game. A small sponsored run on desktop and mobile was done to market test the game, and we were excited by the results. Players really enjoyed the mechanics, but they were not buying into the progression systems.

Players earn a soft currency, ‘credits’, for surviving until the end of a round. These credits can be used to purchase a variety of items. These items are currently modified catalog gears, split between health regeneration and navigation, with a few additional ‘filler’ items such as pets.

We noticed most players were not opening the shop what so ever, which we thought was the cause of the lack of progression engagement. We redesigned the lobby to better facilitate the behaviors we observed, and changed a fixed damage value to rng to make health regeneration items have more viability.

After another sponsored run to test the changes; we were pleased with the reception of the redesigned lobby, and had nearly all players opening the shop. However very few players were buying any items after the first ‘conversion’ purchase.

We think this is due in part to the higher costs of the items, but we’re weary to lower the prices as they make the game very easy.

The problems:
The difficulty of the game can’t really increase with the progression of the player, and we’ve ensured its always possible to win as a new player. The fact that player progression effectively lowers difficulty seems like a giant shot in our own feet as far as player retention goes.

We’ve monetized the more game-breaking items, but not a single one of our 5,000ish players have purchased any. I’m partially thankful they haven’t as it totally kills the fun of the game, but we’re also watching the end of our runway getting closer and closer with every sponsored run.

We don’t have the resources to produce cosmetic only progression items ourselves, and can’t really afford to outsource any.

Our current thoughts:
We’ve been spit balling ideas back and forth, and our best theoretical approach is to replace the gear items with what’s sort of a class based skill tree. Players would have to make trade-offs with what aspects of the mechanic they upgrade, as it would lower the potential of the other aspects of that mechanic.

For example; we have a jumping mechanic triggered when players touch lava. This takes a bit of health, and sets character velocity on a horizontal and vertical component. Players would have 3 aspects of this mechanic to upgrade;

  • a damage reduction allowing for more uses per round
  • increased horizontal movement speed
  • increased vertical movement speed

This would allow players to build the mechanic to their own specifications. A player could ignore the damage reduction and instead spend only on one or both of the movement speeds, resulting in them only being able to use the jump once per round but to great effect. Another player could focus on damage reduction with minimal movement speed, allowing them to make many short hops around, almost like a stone being skipped.

Our monetization would be to sell stat resets, allowing for players to rebuild to try or tweak their approaches. This isn’t preferable to either of us as we both feel like it’s something all players should be allowed to do, but we aren’t sure what else we could sell to fund the game’s expansion.

Thank you for reading!
I would love to hear any and all opinions or thoughts you have on both our existing design and our idea to correct it, as well as any ideas you may have in a totally different direction than the one we’ve taken.

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What you wrote is a lot for me to process and envision. I’m no one special, but I’d like to play your game to better understand the situation. #RobloxDev

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I suppose I should have included a link in the original post. Here you go!

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I’m also curious about the entire game design and i’ll check out this link. But right now, I’m sensing you’re trying to monetize and keep player retention with player progression, and those two are difficult to combine in your current game design?

If you’ve already created a buzz for this game and it already has dedicated players/followers, my first suggestion would be to charge for access to fund the game. After playing the game, honestly, I found no incentive to want anything or actual time to purchase anything between rounds. I pressed the AFK button to explore the map and it’s really cool, as well as all the action maps, but when I joined I had 8 seconds before the round started and I didn’t make it all the way to the shop.

I think access to premium content should always be available to players in the game and a gui that slides out with in game purchases might increase your sales if you decide not to charge up front. I would also separate Shop items from items that are earned by completing game rounds because I was a little confused by them being together under shop. Perhaps inventory and shop. Thanks for letting me test your game!

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The player progression is intended to provide long term incentives out of the interests of retention. The problem is that as a player progresses, the game becomes easier and easier, to the point of it not being fun anymore.

We considered making the core mechanics more challenging so that wins on some maps would be impossible without some items, but decided against it after watching some players leave the game after dying on the first and only round they played. Here’s a screengrab of what one of those players chatted before leaving.

image (this was on our easiest map)

I mentioned the montization to touch on why we haven’t taken a cosmetics only approach to progression, despite it seeming like a good solution to the issue.

It’s fun and fast paced…I like the butt burn bounce thing…I honestly think the rounds are too quick, but that’s just me…I wouldn’t even have time to use those items…It’s either I oof in the first 10 secs or the round ends, if the lava rise was slower and the maps were taller if you will and there were larger gaps in between things players can stand on (so it becomes more difficult as you go up), and maybe there were hints for how to get past an obstacle by flashing an image of an item in the premium section that could be used at that location, players would have more of an incentive. Also, I’d make videos showing players using the items in the premium section for hype.

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Your current game design is fairly simple and brilliant; simple can make the funnest games if executed right. Right now, I believe your game progression is not all there. The intermission and rounds leave little time to actually explore the lobby and its contents including the store, so it passes over players heads. If you are to do skill trade-offs then I think the rounds need to be longer and have multiple obstacles.

Maybe have boulders falling from the sky, or lava spouts. An additional layer of challenge so that the round lengths may be extended. Currently I believe the rounds are too short, and that is making game progression difficult.

Right now, you should cut back on worrying about monetization and items. I don’t think the credit system and shop is giving players the feeling of accomplishment and achievement that drives player progression.
Instead, I think you could benefit really well from collectable rewards; ancient artifacts of sorts that explain the location deep in the earth with risky lava. Players are fascinated with the idea of owning rare items. Every round won, could mean the chance of obtaining a rare artifact. It does not even need to be tangible.

Those are my suggestions, and after playing your game I can say its got really great potential. I had a lot of fun running from lava in a variety of maps with what I have to say was located in an amazingly built lobby. Best of luck on your game, I hope your team is able to create its vision and develop a great player retention.

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