Why does my game have mediocre analytics

I recently released my surival horror game where your trapped in a procedurally generated maze and thought I made a good game but my anayltics say other wise:


Check out the game here feedback would be appreciated: Subject 52 [ALPHA] - Roblox

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Wow i don’t know what you consider mediocre analytics but those daily active users look amazing, did you advertise the game recently?.
On the day 1 retention i do see the number is really low, so that means people play it once only, not that the game is bad, but does not have something to make players come back the next day, seems the only thing you would have to improve based on that capture.
Also kudos for 10k visits, it’s amazing for a solo dev :clap:

P.S: I could not play the game yet because im at work, but will do so in the afternoon, will comment back if there is anything else i think it’s worth mentioning :smiley:

ok thank you I recently spent 10k on advertising the game the stats that are mediocre is the session time adn day 1 rentention

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I would focus less on retention. I focus more on the amount of new users visiting each day/acquisition, since this shows how Roblox is promoting your game.

Edit:

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ok ty could you check out my game and give me some tips on how I can improcve the sessions time adn retention

I tried it and didn’t make it very long because the camera effect was nauseating

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Considering your DAU, you have a pretty popular game. You solely need to focus on how your game is promoted within the Roblox algorithm, and whether or not people are recommending it to friends (see my above post for more information).

Ok I’ll add a setting to turn it off

Ok I’ll see if the DAU goes down or not after a few days

This advice is not helpful. The game is neither positioned for growth nor sustainability. Players who rejoin are typically the ones who buy game passes and developer products, invite friends, and drive growth through by the algorithm recommending the game to similar players or under similar games. Having a play time under 10 minutes is also indicative of a major issue(or multiple issues) with the game.

My best advice is to speak to and watch your players. See if they are doing what you expect, and what feedback you can gain. Compare and learn from competition to see if there are things you can do better

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Ok i played it with two more people that randomly joined too
Things i liked

  1. Ambiance is awesome
  2. Great lobby
  3. Animations
  4. Tools feel and look great!

Things i didnt like

  1. There is no progression, only motivation to go spelunk more than once is cosmetics, it would be interesting to have to grind (so not easy, but attainable) for something that would make the next run easier, like one extra tool slot, batteries that lsat longer, maybe in a perk way that you need to pick which ones to use once you have unlocked them.
  2. I understand the map is auto generated but every wall, every little corner looks the same, becomes very dull after a short while (certainly discouraged me to go back again), try to add some cosmetic variation stuff to the auto generation, like shrooms, different colored moss, fireflies, etc. 3. The monsters are pretty bugged, the little green worms that screech followed me a while and i tried to let me kill me because the sound was annoying, but they just stopped in fron of me and i could go over them without nothing happening. The entity got stuck in a wall chasing me and the other players just passed by it, i did bump it to see if it killed me and the entity does work.

Thanks for the feedback the snake enemy does not kill you it just screams to get the other monsters attention

Most horror games I’ve noticed tend to have more unique users than retained ones. I’ve known multiple horror game developers who have created experiences meant to have been visited once, rather than retain users.

If this is the case, focus more on retaining users for their first session, and seeing if the user will share the one-time experience with friends.

I’ve noticed some experiences perform better without retaining users, relying on user acquisition; especially with horror-based experiences.

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