The ratio is good, the thing is that people keep disliking it everyday and it keeps concerning me.
Yes there is a feedback button (No-one uses it correctly and I think its funny)
I don’t have any friends to check it out
I recently made a nonprofit game called Five Nights At Freddy’s + and the game was focused on being cartoony, comedy, and cute. Some people like it then dislike it… and in a rare chance they like it again.
I added FNAF 1,2,3, & UCN in the game. I also hired 20 Voice actors for the game.
Is it the acting? The building? The Concept?
I’m not really good with ideas and creativity.
Please let me know what you think! If you do, your like the coolest person ever. Thank you!
(Just a note, I didn’t play the game because I currently don’t have the time! So I’m just making some educated guesses below!)
Your game has a 85% like to dislike ratio, there’s nothing wrong with that!
Most games on the front page tend to fall between 80-95% like to dislike ratio. People tend to dislike games for any number of reasons, and most of the time, they usually aren’t thinking about it too hard, if they didn’t find your game fun, then they simply didn’t find your game fun. The difficulty with the like-dislike ratio is that there’s very little feedback as to why people are disliking.
I’d say, instead, if you’re worried about your game not being enjoyable, try to get actual feedback, get your friends to try your game, and note the experience they have.
Additionally, there’s many common problems with games that could be plaguing yours right under your nose, and they may not be immediately obvious:
If your game is playable on mobile devices, does the game have good mobile controls? Same thing for consoles.
Does the game run on the majority of hardware? What’s the RAM usage like, what’s the framerate like, etc.
Is your game too unintuitive? A developer will breeze through their own game with no tutorial every time, a new player may not understand what you’ve created.
Just remember that even still, people may not enjoy it just off of the idea itself, you can’t do much for those people! They’re not your primary audience!
People might not like FNAF. People might think it’s overdone. People might not read the description and get disappointed when it’s focused on comedy and being cartoony. I didn’t play the game, so it could be something with the gameplay, but to be honest, a ratio of 88% seems pretty good to me; it’s inevitable you’ll get a few dislikes with so many visits.
Your game has an 86% approved like ratio, in successful Roblox games that’s considered good. It is inevitable for a Roblox game to get dislikes - there is nothing you can do to prevent that. However, there are things you can do to ensure your game is exactly what your player base wants such as adding a feature for players to leave feedback and earn some sort of reward in doing so.
As for the game itself, I did notice, the player has to rotate almost a full 45 degrees to turn on the lights & open/close the door (on the first night), this is something I would imagine is quite ‘annoying’ for a new player, especially when the FNAF games need less of rotation. This continuous process can feel quite ‘long’ which could result in players in leaving and/or disliking.
There is actually a feedback button and most of the time its not used correctly, and I think its funny.
Also I do think the ratio is good, but every time someone dislikes it, it leaves me concerned. I always constantly check for bugs, and stuff like that. And since I have SO much free time and I don’t have any friends, I always have to update and look at it myself which is kind of a struggle to me so I cant tell why people don’t like it.
I feel like the 45 degree angle thing is only annoying for PC players because mobile, and console controllers have easier controls. It was too make the game feel more unique.
It’s a bit unrelated, but I have to state it: you’ve obviously chosen the wrong path.
I recommend creating a small cash-grab game to generate profits and save money before developing a non-profitable project, a passion project, or anything else that requires funding without a guaranteed return on investment or success. This way, you can keep some money for yourself and allocate a budget for the project that is already considered lost, ensuring that it won’t ruin you and that you won’t be left with nothing in your pocket.
I’ve been wanting to hire voice actors for something like this, for years I really didn’t care that I ran out of money. Matter of fact it wasn’t that expensive.
Also in the future I will release the voices by themselves so people could put it in there own fan game instead of using the original ones.
get a group of beta testers and figure out what the problem might be if u r rlly worried about it, set up a platform to collect feedback, enable them to voice out their opinions so u cn work on it, just make sure u ignore any unconstructive criticism and u r good to go
Yeah, I just said that because I know some people tend to spend a substantial part of their life savings to invest in a project that has no guarantee of returning their money, while they expect it to.
Really? I’m surprised because hiring 20 professional voice actors should cost thousands of dollars.
Depending on what website you use, It could be cheap or expensive or mixed. I don’t really aim for Professional voice actors. I aim for the actors who have courage and creativity.
Alright! To get back to the main subject, i haven’t played your game yet, but the Five Nights at Freddy’s theme doesn’t seem to be very popular on Roblox. Aside from a Tower Defense and a cooperative game, none of them have more than 100 players. Regarding the dislike ratio, it could be due to something wrong with the game, there may be bugs, performance issues, or a lack of gameplay and features. Let me try it out!