Have a few gamepasses under 50 Robux, maybe even 20. Very few people want to buy 100+ gamepasses.
This gamepass icon really doesn’t help your sales. Be serious about your gamepasses, and make an actual icon for it, it will help improve sales. Right now it legit looks like one of those gamepasses you get from having a backdoor in your game.
Thanks for the feedback. What about the other gamepasses? They all have decent icons.
Others are fine, but like others have said your gamepasses are too overpriced for what they are.
Suggestion: Add a DevProduct like in “Epic Minigames” where when you purchase it, it allows you to choose the next map.
A starter pack for 149 Robux is a bit too much, especially since younger players tend to have under 1,000 Robux at all times. I would decrease the price to something under 100 Robux/
The game is awesome! You could add more space in the lobby and also more furniture. it’s a really cool game and I wish you the best of the luck. . Keep up the good work.
Hey, if you expect more of the money than the players then you’re not gonna make as much money as you think you would.
Don’t. Stress. It.
Don’t be in it for the money but because you like doing it. And again, if your game becomes really popular why would you expect everyone in the game to buy items?
Good luck!
Thanks! Yeah I agree, but it’s just a bummer that I’m investing ROBUX and not getting much out of it. Do you have any monetization strategies I could implement that would boost the revenue?
Sure, you can advertise on YT for one. I’m gonna join the game and check out the gamepasses rq.
So, you need to fix the swimming. It’s very hard to come back up from the water. Some of the gamepasses are not needed. As an example, the alien thing. I have no idea what it is.
You could advertise a small amount everyday rather than spending it all in 1 ad.
Make a ‘Code’ thing. Where you put in a code and get coins\prize. And make this an ad. What I mean is something like: ‘Use code PO100 for 100 coins’.
You can also advertise with Reddit
I played your game and saw that a lot more people are interested cause I saw them say how this game is very fun, I think it is just the players in the game are in many different time zones , I also saw someone buy vip.
Thank you for reaching out sweetheart, and of course you can! Here is a little tip and trick to help you out!
Say you’re wanting to run an ad for at least 1,000 or above correct? Why run one ad for that amount?!
Instead, make multiple ads, and run them at the same time! Here is a little equation I made for when you decide you want to run ads to decide the price for each.
(total amount of robux you’re willing to pay, divided by, x amount of ads)
Either if you were to run an ad for a decent amount, nor split the price, a game succeeding is pure luck, and such an amazing accomplishment. What I said above wasn’t advertising, it was an idea and clearly tips and tricks that one who isn’t patient with time could defiantly take. I also disagree, games that usually succeed for a good amount of time, will one day deflate. Some people are willing to take the risk because on a platform with thousands of creators, the day one could create a successful running game could be a chance for a better offer in the long run.
If you don’t mind me asking, could you go into my game and test it out for a couple of minutes to see specifically what I should improve upon? I think there’s definitely something about my gameplay itself or monetization that is causing players to avoid buying gamepasses. Thank you!
Don’t be afraid to ask, I don’t mind at all! I am going to give you some in depth details of things that I like personally, and things I think that could change the game for the long run.
Right off the bat, I can see you’re taking this professionally, and maturely and I love seeing how passionate people are in the community. You have organized the work, such as having a discord server, and group based off the game, I like that! Your thumbnail, and icon go with the theme of the game and so far the page itself doesn’t need any improvements!
Things I would suggest -
- A border around the sand in the lobby, not around the water. The water just seems like extra space that land could’ve went on, but you most likely wanted a simple lobby
- I am seeing a few free models such as the lawn chair in the lobby, I would suggest making your own, or giving credit/linking the creator before claiming it as your work
- A little switch in game-mode. For example, players who would be known old to your game, are most likely going to beat every map and know where the noob is, this isn’t fair to any new beginners, maybe make the noob spawn elsewhere on certain maps (if they don’t already) or create different modes such as easy, medium, hard.
This game is overall something I would play, it’s not too hard nor too easy, it’s bug free, and you have the option to mute the music from radios!
You did a wonderful job creating the game, again these are only suggestions to improve game-play and you certainly do not have to take any of them! Hope this helped, and good luck to you!
Thanks for the suggestions! Would you say making it so that everyone can win obbies (and are ranked based off how fast they are) or adding a mode where someone is the noob would improve monetization? Also, do you think the gamepasses could be cheaper or placed better on the player’s screen?
Don’t fool yourself into thinking a game’s success is about luck - it absolutely isn’t. It’s contradictory to call it an amazing accomplishment and pure luck at the same time.
Every game, like every other product in the world, will lose customers over time. That’s the way it works - but the speed at which this happens depends on the quality of the game. Game quality is determined by many factors, not just how optimised or how well scripted it is, or how well designed it is for the user. You need to look for the right audience, and make the game intuitive, keep people engaged, make it run well, make it look nice. So many things come into play for a game’s success.
I will concede that there’s a slight element of luck in whether or not people tell their friends about it, that sort of thing, but your odds increase dramatically the better the game is.
Like I said, every game will lose popularity over time, but with consistent updates of good quality you can keep people coming back for the new content.
Luck is irrelevant if you do enough research into the audience and make a good game from that.
I agree with this. There are reasons why some games only last months/a year on the front page while some last for years. Marketing and the actual game and its growth potential greatly increase the chance of a long-lasting fanbase (which is where most of your money will come from).
Marketing
Honestly in the real world, marketing is the biggest key to success. There are reasons why some products are widely used yet not that high-quality or are either very overpriced yet have a huge amount of buyers (overhyped streetwear brands is an example) Of course in some industries (ex. the game industry) marketing might not be everything, but it is still a big thing. You can’t just target Roblox to an older audience and the like.
Game
As I mentioned earlier, marketing is not everything in the game industry and that includes games in the Roblox community. There are reasons why simulators or tycoons are on the front page. They are addictive. Addictive games are the perfect type of games for the Roblox demographic, kids who have a lot of free time. It doesn’t mean though that if your game is addicting, it will become a popular game. Some addictive games are very “flat” in their game’s system. This can get very boring meaning kids won’t play it for that long.
I think OP’s game is actually a good addictive game. It has a lot of elements yet is very simple. However, there isn’t really a drive to make the player dedicate their time to the game. All there is are a bunch of pets. if I’m wrong about this please correct me! If OP could add something like a title system or a feature where kids could flex their dedication and the like, then maybe they would stay even just a bit longer.
Growth potential
Yes, you’ve created a good base game but is there a lot of potential for a lot of updates that will make the player want to come back? A good example of good updates is Tower of Hell*. Since its an obby game, it does get a bit repetitive but then each level is different from another meaning there is another challenge that makes the player want to defeat it.
In your game, I see a lot of potential updates from seasonal updates to cosmetic updates. Although since your game just released, there is a reason why it’s not yet that popular. It’s still in its infancy stage. As the updates roll in, so will the players. Good luck!
Note: I am not a highly-intelligent business marketer entrepreneur developer etc. who has advised people that soon became millionaires. I am simply stating my opinion so there will be some things that are either straight-up wrong or are kind of misleading.
I’ll get straight to the point here.
The shop UI isn’t attractive enough as well and I’d suggest you to scale the text’s properly and use some gradient to your UI’s, it looks a little generic on first looks.
I also suggest you using mouse enter/leave events for your UI so you can create hovering effects which will boost the current status of your UI.
Game Play
The game play is way too generic, you just have to do some easy parkour and touch the noob. This obviously isn’t good at all and the game play is a little too boring even in the start.
New players who aren’t good at parkour, would fall and plus the boring game play come to it’s play. Not a good start.
Here’s what my recommendation.
Make a practice area where players can practice their parkour skills.
Develop a puzzle into every game, player’s will need to finish/complete different puzzles and each puzzle they complete, they earn some reward.
That puzzle will open a area and you can continue this so on and so forth as you wish. ( also suggest making those puzzles trickier to find ).
Consider putting effort into adding more areas in each map and details with longer times required for a player to finish each map.
A cut scene for each area opening would be a good idea I guess.
Game Passes
Your game passes are a little too overpriced. Starter pack just for 149 Robux? If I was you, I’d place it at around 85 or 90.
Also like @cwd30 said, make a actual icon for it. Not only it will help on sales but also people will think that your game has took effort and dedication to develop. This can be useful if you looking for investors.
Side Notes and polishes needed for the game
You can see the map chosen on your screen, not a good idea as well. Consider placing the map far away so the player can’t see them.
Making a cut scene showing the chosen map ( when it’s chosen ), would be a good idea.
More details into each map, increasing the size, as well as taking note of the ideas said earlier.
More details on the lobby can be a good idea as well.
Growth
Ask your self, these questions.
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Is my game fun to play?
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Are my game mechanics good?
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Are my game’s game passes worth it?