Recently I’ve released a game and I’m in the process of running ads, but since launch my like ratio has been constantly declining, now sitting roughly at ~65%.
I’m unable to pinpoint any problems that would cause such a low like ratio, especially since most of the data (session time, retention, ctr) is looking just fine and I haven’t found any serious bugs or problems with UI placement.
I would greatly appreciate feedback on what can be improved and what might be causing the problem!
I think the main problem is that players have no incentive to like the game.
You should add something like, “Like to get this prize!”, etc.
There is no way of checking if a player has liked the game, but just some infrequent reminders like, “Enjoying our game? Like and favorite the game to support development!”
Something like that can help, but right now, the like to dislike ratio is bad because the big reason people would rate the game is if they don’t like the game. (Sorry if it sounds confusing.)
The game is great though, reminds me of the good ol’ Mining Simulator days! Good luck!
Thank you for the feedback, really glad you enjoyed the game!
Maybe I’m wrong here but I don’t think most big games with high like ratios incentivize players to like their game and I feel like having to resort to in game pop-ups to get more likes wouldn’t really help that much when the game would be still receiving so many dislikes like it is now.
It may be the wrong approach but right now I’m trying to find a reason for the high amount of dissatisfied players since at least in my mind, a ratio that’s below ~70% means that there is something seriously wrong with the game, but I just can’t find anything.
First things I’ve noticed is that the game is full of smooth plastic textures, honestly doesn’t fit your style. I would recommend to start using some other material/textures too.
The game isn’t very engaging at all and why are we using a shovel to mine ores?? Change the shovel to a pickaxe & add quests or something to keep players engaged. Dialogue is cool too, maybe some npcs?
Progress was too slow, you don’t get enough coins per trip. That was super unsatisfying and frustrating.
The starter backpack is too small and it’s annoying to dig a few blocks and then when you finish digging a rock, it doesn’t count towards your inventory cause it’d fill your backpack.
For a game such as yours, I don’t know if you have it already, but different worlds are important, they give players the dopamine rush they are searching for.
You have a game styled to trigger the reward center of the brain and it’s just not rewarding enough.
You have to know the demographic you are appealing to.
They are either young or have ADHD so you need the constant, “WOW! You got another rare and useful mineral, that’s awesome! This one is even more rare and even more useful than the last one.”
If I may recommend also, putting the teleport to the next world at the bottom of the map to where players have to dig to it, and to tell players that the next world is down, because I’m sure players would like that.
Add hidden chambers or treasure or power ups.
Add spontaneity. That’s what the demographic who plays games like yours enjoys.
Thank you for the amazing advice, this is exactly what i was looking for!
I already implemented some of the changes you suggested and I think you hit the nail on the head. Still tho i find it hard to believe that the rating would be so low due to just the gameplay loop being not rewarding enough.
I don’t see very many problems with the game. but the map was a bit small, this might just be my opinion and not the case for others, but I think bigger maps are a bit better, so everything is not just shoved into like 40 studs of space. A bigger map would also leave space for other things, like more upgrade shops, or maybe a daily reward area (Which also might keep players coming back to your game more often).
Overall great game! I have no idea why it has so many dislikes