I’m starting the monetization part of my game.
Initially, I will only use the purchase of additional game coins (my game has an internal currency that more or less accompanies the dollar idea).
This way, if a player wants to buy, say, 1 million coins, or 500,000 coins, is there any idea how much Robux I could charge for that?
the coin bought should be proportional to total income of the player so a new player with robux doesn’t immediately get better and better players should get an amount that is worth the price.
you could also make more expensive prices give even more proportional money to encourage the players to spend more.
e.g.
50 robux = 5% of total income
100 robux = 12%
150 robux = 18%
200 robux = 30%
500 robux = 75%
etc.
notice how the money per robux increases as the price goes higher. 100 robux gives 12%, but 200 robux gives 30% instead of 24% which would be exactly double the amount.
Sorry, I didn’t get it. Could you explain better?
For example, in my game, every new player starts with 1 million coins in his balance and he can increase it as he produces and sells products (or decrease as he buys things).
For those who want to pass the level faster, without having to work too hard, they can buy new coins.
Just from looking at other games, and my own experience, I would say that 0.15% of the total amount of money earned would be a good price. eg. 500,000 = 750. Obviously, you would have this percentage go up as the amount of money increases, it also depends on how valuable the money is.
I believe that the prices under these 2 sentences are reasonable as I think it is just right.
1 million coins = 1000 Robux
500 thousand coins = 500 Robux
100 thousand coins = 100 Robux
10 thousand coins = 10 Robux
1 thousand coins = 1 Robux