I’m getting closer and closer to launching my game, and I want to make absolutely sure I’m not just wasting my money on it. I have 20k to spend, my plan was to spend 5k+ on a pc sponsor and see how it goes, if I don’t break even I’ll improve my game more. I want to have some quick feedback on whether or not my game is ready. Do you think my game will break even? I’m really insecure about that and I want your honest opinion on whether you think it will do well. This is pretty much the main thing I want people’s opinions on.
I’ve tested my icon and it seems to have a 0.3% ctr for a sponsor on pc, I think I’m only going to do pc since my game is big and will lag on most mobile devices. Do you think there is a better course of action I should take?
Tutorials can be annoying for users on alts or really fast readers, I know that your tutorial is small but I believe you should do one of those things where when you click the screen the text fills instead of the user fully waiting for the typewriter effect to end
Also the “Name” is buggy, when I typed test it glitched heavily, it removed the reinserted the character 10 times before stopping
The wardrobe should be able to close with the same button and the “Body” button overlaps the wardrobe button.
Some background music would be nice for the ambient.
Floppy Noob game
At the minigame, the noob can just walk and fall without even starting. [This actually breaks the minigame. You can’t play it once the noob falls into the void. This has happened to me once]
Add some instructions to it.
There’s no hitting animation nor hitting sound, it just abruptly starts over.
The writing cursor at the point score can be seen when you click on it.
A couple of the things I said on the last thread have been addressed. So that’s good. Is it ready? For whatever my opinion is worth, no I don’t think so. In its current state, you’d be lucky to get back half of your investment.
Walking around is tedious but I have a simple idea to fix it. Let players click rocks from across the map, and let them know that they can do this. Making players walk faster would also help.
Getting a full inventory should automatically teleport to the sell area. That’s the standard. There should also be more visual and audial flare when selling.
The map isn’t aesthetically pleasing to me. The younger demographic does tend to like bright neon colors, so maybe it’s not that bad, but idk maybe you should consult the building support forum and get their opinion on it.
Some of the GUIs don’t look right. The menu on the right side of the screen is basically perfect, that’s not the issue. It’s that some of the other guis don’t match the art style, or are misaligned.
The title “World of Noobs” doesn’t clearly communicate what the game is like. A more accurate title could be something like “Noob Pet Simulator”. The icon also could be improved in this regard. The noob head is evident enough, but neither the rock nor the verb are obvious.
.3% CTR is not very good for a sponsor. Have you considered testing ads? The majority opinion is that sponsors are better, but a good percentage of people get better results with ads. So it’s worth throwing a few hundred Robux into ads just to see what happens.
When a player sees a new game, they will quickly form an opinion on whether to keep playing or not. They make this decision by asking themselves “If I continue to play this game, will I be happy? What is my future with this game?”. Most of the top games have mastered this. It’s all about showing a future where the player is happy. This post is long enough so I won’t get into specifics, but if you took some time to analyze the first 7 seconds of each front page game you would see the ‘future indicators’.
The thing for making the players click across the map would just ruin the essence of the game though… And for the full inventory thing, there’s the sell button that automatically makes the player jump from wherever they are directly at the shop area, automatically selling the rocks.
Your noob being able to walk around is actually a glitch, you’re not actually supposed to be able to but sometimes it breaks and does that. If you rejoin it should be fixed. (In flappy noob)
So you’re saying I should just not have a tutorial and throw players straight into the game? I don’t really know what you’re suggesting by this because tutorials can be boring, and I’m not sure what to do about it. You’re not really saying anything by this, just hinting at something vaguely.
Adopt Me: I spawn in a house. I see that the couch is intractable with an “E” pop up gui. I see an “Edit House” button. The game clearly directs me to the “Dress Up” button. Quote from the game: “There are thousands of outfits to choose from!”. All of that in about 7 seconds. What future do I envision if I continue playing? That I can earn furniture by playing, maybe unlock cosmetics, and craft an avatar that’s perfect for me.
Arsenal: I see “Deploy” and “Locker”. Already being familiar with Phantom Forces, maybe this game will be like PF? If so, that would be pretty neat. I click deploy and get to the team screen. Some of the teams are locked. That’s odd. Maybe if I play longer I’ll figure out how to join those other teams? Upon spawning in I immediately notice the gorgeous weapon model, fluid animation, and hear the firing of weapons all around me. If I continue to play this game, I can expect to be part of a frantic firefight with high production value.
If someone joins your game, what expectations will they have after the first 7 seconds? Ideally the player should already be excited for the best part about your game by the time that 7 second timer hits 0.
Alright, do you think showing cutscenes of the map and having the player press “play” to actually start the game would help get them excited? The map is pretty big with lots of different islands.
Edit: Forget it, I’m just going to make a tutorial that’s more interactive.
As a player I think the tutorial is slightly disengaging. I rather have a tutorial where I actually do the selling of the rocks, not being told to. Also, the GUI is all over the place in my opinion, and takes up way too much space. Maybe consider making the GUI on one side of the screen or at the bottom corner. My friend joined on mobile and I assume you are not going for Mobile Compatibility yet, but maybe consider doing so as I can see this as a pretty much lag-free mobile game.
As a Dev I really like what you have so far but here is some changes you should consider… The grass is a little too bright even if this supposed to be cartoonish. The map design needs to have more points of interest or maybe a better spawn area.
To conclude, I think you have a great start and with a little more work I think this game could have the potential of having a large amount of players in…
And the UI feels clunky and misplaced.
I think where you went wrong is not using the emulator in studio.
Make sure to use it and ALWAYS set your offset to 0.
I noticed how the animation when the player is walking/running kind of jerks back to an original position, as if it just teleports from one position to what seems like the beginning of the animation.
Speaking of animation, give the NPCs at spawn some animation, like breathing or something.
Don’t have a Gui pop in front of the player out of nowhere that shows stuff one can purchase (gamepasses) because it can give the sense that the game is trying to make you buy said items on accident. This is common in botted and spam games, except they prompt you with the literal purchase. ive fell for one of these
Some ambient music would be nice, sort of in a ‘silly’ theme to match with the noob theme.
I understand how the theme is about noobs but at least make some of the sentences readable while having that sort of ‘rolled over my keyboard’ typing style.
Keep other islands locked until the player’s noob is big enough to eat the smallest rocks on them.
I remember somebody else being there and I could hear what I believe was their noob eating rocks. From across the entire map.
Also, when I went underwater, it wasn’t foggy, it was just all clear and I could see all of the terrain.
Thanks, I already took care of most of those stuff you’ve mentioned. The music for the game is currently being done and should be available sometime next week.
Not sure what you mean by this? What sentences? Wdym not readable?
Hi there,
I love your game I think it has a wonderful concept behind it.
There are a few issues that I’ve run into while playing.
Race Maps 1 - When playing your race maps I would jump but onto the other platform but I would get stuck into the brick from the jump animation causing me to slide off the platform
Race Maps 2 - When also running I noticed that some of the parts are too far away and make it impossible to get on that platform.
Flappy Noob - When playing flappy noob after getting hit by a pipe there was no “try again” button forcing me to go back to the main game.
When I joined - When I joined It was only GUI’s no map or anything just sky so I had to click the flappy noob game witch fixed the issue when I joined back.
Hopefully, this helps you with the game I wish you the best of luck!