Players leave after ~5 minutes, looking for honest feedback

Hi everyone! :waving_hand:

I’d love to get some honest feedback on my game.

From what I’ve observed, most players join, play for around 5 minutes (mainly fighting mobs), and then leave. This makes me feel like the early gameplay might not be engaging enough or something is missing to keep them hooked.

I’m looking for feedback from an outside perspective:

  • What would make you stay longer in a game like this?
  • Does the progression feel too slow, too fast, or unclear?
  • What kind of features or mechanics would keep you playing beyond the first few minutes?

Any thoughts, suggestions, or criticism are highly appreciated :folded_hands:

Thanks in advance!

(Weapon Frenzy | Play on Roblox)

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this might just be because i am a older player but the game is far too flashy and enemies don’t seem to engage with the player but just look at them while being shot

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yeah that’s fair, i’ve actually heard the same thing from a few other people too

the effects might be a bit too much right now, and enemies not really engaging is something i’m planning to improve

appreciate the feedback :+1:

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FIrstly, go have a read of this:
https://create.roblox.com/docs/production/analytics/funnel-events

Funnels allow you to see exactly where a player drops off at.

Take a look at this example, here.
If my funnels were, per se:
99%95%93%78%41%40%
And each funnel, was labelled, respectively:
Game JoinTutorialFirst RoundEnter BossFinish BossRound End
You’d be able to see the most significant drop is between 78% and 41%, a 37% decrease in players who finish the boss round. This could imply that the boss round could be too difficult for players, causing them to leave.

You can use your funnel results to help co-ordinate where players drop off. Then, we can theorise the why, and plan out a how to fix.

Do note, Funnels must be called from the server, so do use a remoteevent if calling from the client! But as I said, once players continue to join, your funnel values will populate and you’ll be able to see some potential issues and then we could probably guess a fix!

But then again, it could be that players just leave because they don’t know how to actually play (especially in my own game where they played for literally 5s rather than waiting out for at least 30s…)

TL;DR:
Use funnels to find out where, use them to guess the why, and we can find a fix with how.

Hope that helps! c:

3 Likes

Thanks a lot, this is helpful!

I’m actually already using funnels, but the issue is that the current funnel data doesn’t point to one clear drop-off moment.

Players don’t seem to leave at the same step consistently. It feels more random across the early game, so I’m not sure if it’s directly tied to progression, difficulty, tutorial, etc.

That’s why I’m wondering if the issue might be something more general, like the gameplay feel, visuals being too flashy, unclear combat, or the game not being engaging enough in the first few minutes.

I’ll keep improving the funnel tracking though, maybe I need more specific events to narrow it down better. Thanks again!

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The UI is too overloaded with animations, especially the yellow vignette that blinks is very annoying.

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especially the yellow vignette, you’re right it can get pretty annoying after a while. i’ll definitely tone that down. Thanks for pointing it out

theres too much going on and i dont know whats happening

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Thanks for the feedback! I’ve heard similar comments about there being too much going on, so I’ll definitely look into making the early experience clearer and less overwhelming.

Other than that, was there anything else you noticed while playing?