This past weekend I started an ad campaign for my game ( DigiDroid ) and I ended up getting decent attention and play-throughs to my game, but at the END of it not a single person had spent Robux on any of the weapons and skills available in the game.
Now I’m wondering if I was simply asking too much ( 100 to 120 RB for permanent weapons ), or if maybe I shouldn’t be gatekeeping any ‘fun’ stuff behind a paywall, or at least until such time the game gets traction and consistent number of players in-game at all times.
My ad ended up costing me about 10 Robux per play, and I’m really think of making half the things I monetized FREE and charging 10 Robux each for the other items. At least in that way the game isn’t greedy. And if the player can’t spend a dime, they are still useful in terms of sustaining a minimum threshold of persons, even if they are for the most part disadvantaged targets.
I am curious what everyone else’s experience has been? What is your pricing strategy?
I have decided not be discouraged and try learn from my first game. I do believe I may have ‘more things going on’ than is suitable for a mobile phone (and which starts to slow down on a 3 year old iPad), but otherwise runs fine on a PC with an RTX 3080 Ti. My next game will be more light-weight.
I’m also thinking I need to shoot for more independent and casual play, as opposed to team play. Roblox is multiplayer by design, but watching my 7-year old play, I never see what I’d consider organized team play, or ‘guild’ play. I feel like I designed DigiDroid for 12 and 14 year olds, when I should have made something easier and less demanding. My kid wants to cry when he catches fire or gets electrocuted by the robots or cut in half; maybe its too hard? I’m supressing laughter every time it happens, and thinking Haha it worked! But maybe its not good for retention.