Intro
Hi! I’m sepro1144, and I’ve recently started developing a game called Toy Car Simulator, and before I post about hiring people to help out, I decided to run a poll to see who would play it
About the Game
Toy Car Simulator will be a cartoony Simulator type game in which players “Charge their friends” to watch their car roll around tracks that will exact have a different theme (futuristic, Wild West, cartoony, etc). There will be specific areas of the map designated for tracks, and you will earn money by driving along the tracks and racing depending on what car they have and it’s value/rarity. They spend the money on new cars, in game, non-Gamepass perks (there will also be Gamepass/dev product perks), bigger money bags, pets, and new areas with higher paying friends and tracks.
I’ll be posting it either tomorrow or in 2 days, whenever I get results from this poll that will give me at least a small window of how many people will want to play it!
The idea of “Money per click” seems sort of boring in a way. Why not drive the cars for money? Every couple seconds driving yields x amount of money instead? Then you get faster cars that maybe have some cool effects to them? Im sure that could be fun with a decent map.
There is no sure fire way to know if people will play your game until you have a solid demo of your core game loop. If people play it consistently and you enjoy spending time playing it, then it has the chance to do well. You aren’t going to get any good data from a poll of at most 100 people, when these days, Roblox games are able to have thousands of players enjoying a game at once.
I’m not planning on even doing so much as releasing a beta for the game until it actually has stuff to do, looks good, and the first couple items are in the game
I feel like simulators are not the best type of game to create. I wish you good luck, but you may find that creating a more advanced game does better in the long run. People seem to like these games, but only for a short period of time. Most simulators are here for a maximum of one month until they are gone. Take speed simulator(s) as an example. They were big at first, but now I looked at one of the oldest ones and (at the time of writing) there was nobody playing it. Then take a look at Bloxburg. It was created in 2014 and is paid access, but still manages to have large amounts of players on it at one time.
Here’s my recommendation. If your just doing this as a hobby and not to make money off of your game, then go ahead and build the game. If your doing it for money, then I say build a non simulator type game to make you more money in the long run.
In the end, it’s all up to you. Either way, I hope your game does well!
Yeah, I’m trying to use my part of this games profit to help fund a project my main dev Studios is going to work on, so it’s kinda just a hobby project that I’m gonna work with some people on until it starts dying down, and once it dies down enough I’m just gonna stop funding ads as much, bc then I will look like a tryhard