When to quit a project and move on?

I’ve been working on a game called Unit Clash for about a month now. I spent some Robux on ads early on just to test the waters. Long story short — I discovered a bunch of bugs. After patching them and releasing a major update, I started running ads again. Unit Clash 🏹 - Roblox

Side note: this new ad manager feels like it only works in bursts. I’ll get 10+ players for around 10 minutes, then nothing for an hour. Rinse and repeat.

So far, it’s been a net loss. Not even close to breaking even. And yeah, I’ll admit — having Robux is nice.

I’m holding off on making any final decisions until Sunday, but for context: I’ve made over 30 games over the past 7-ish years, and only about 3 of them have found some real success. That’s like a 10% hit rate, give or take.

When do you usually decide that a project just isn’t worth the time, effort, or money anymore?

If this is the wrong sub please let me know where to put this

I think everyone knows exactly how you feel. You did do a great job of actually fixing your game compare to other developers that doesn’t do any effort. I personally make games just for purely of learning experience for future projects but also ways to monitize it of course.

However, if you are just relying on ads. It’s not really the best way to advertise your game. I would recommend advertising it to Youtube, Twitter (or X), anything really. Those have higher chances of getting some recognition for your games.
(Also you aren’t aware, Roblox did restrict accounts under 13 to not be able to see game ads)

Another route is simply asking people to review your game, I know this is easier said then done. But I do think some people are willing to try out your games, thats free advertisement and maybe have higher player count then ususal.

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I start making a project with motivation then right when I get a glimpse of that thought, “brh nobody is playing this just stopmaking it” I usually get demotivated, I used to stay motivated even if I had that thought, and I still develop as a hobby but for some reason that’s just my view now.

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Typically, a month of development should be sufficient to reach your goals, but it’s crucial to launch a complete game right from the start rather than a half-finished alpha or beta version. After the initial release, focus on making 4 significant updates during the first month. If you don’t meet your goals, it may be time to move on to a new project. However, before starting again, take a moment to think about why your game not ‘succeed’. Analyze what were wrong and learn from your errors to improve your next game.

About the goals, you should set a concurrent users and Robux earnings goals depending on your current community. If you’re starting out from nothing, with no established community, you shouldn’t aim to hit big, you should aim for 10 - 100 concurrent users max, and slightly increase your goals as your community grow.

You can take inspiration from Lighting Dragon Studio. Their first game, Weapons Fighting Simulator, got 20,000 concurrent users for two years. Following that success, they released two new games and updated them only during the first month. However, despite having millions of members in their group and spending lot of Robux on ads, neither of the new games reached more than 200 concurrent users. They asked for feedbacks to their community, took the best of both games, and developed another game, which finally achieved 20,000 concurrent users again.

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