Why won't my game Dedoxed stick?

Even if that were true, it’s not a really helpful observation. Can you magically will your luck to be better?

Although, for you, I would recommend looking into the marketing/design that makes games stick. Maybe you will find something more nuanced than an “it’s all luck!” opinion.

The ‘luck’ aspect hinges on our lack of ability to have foresight. You could a lot of things right, but your game still falls flat. You can’t know for sure if your game will stick or it won’t. You can increase your chances though by smart marketing and appealing to an audience. Yes, accidental successes happen, but there is a methodology to it whether you consciously follow it or not. Without proper marketing your chances of even having a YouTuber playing your game and getting more marketing is slimmer than if you marketed.

To those who are not aware or disregard any sort of analysis on why things happen and work, it may seem like luck, but this is out of ignorance of knowing how marketing works.

I remember playing this a while back so I’ll give me opinion on how it felt when I first played the game.

When I first played the game, I was slapped with a bunch of text, tips, and a long intermission.
I gazed over the tips though got fairly bored quick so I closed it quickly. (Yes, this is what I did lol) To combat this, you should make the tutorial/tips embedded into the actual gameplay itself. Show it through visual rather than text, it’ll allow the player to be engaged more.

As I saw random pops up coming out of nowhere near the walls to (imo) somewhat unnecessary but yet still cool “press e to interact” types of deals such as the Tic-Tac-Toe. The bar that shows the stats were quite confusing and the game isn’t really clear one what you’re supposed to do.

Pressing on the art winner character that sits near the shop brings me to the customization window which is also albeit, a bit confusing to say the least. Also, after “spam” clicking on her, it broke my tablet for a while/interaction which caused me to be even more confused when nothing popped up as I tried pressing e. This might help to fix that though:
https://gyazo.com/21a800c3040ff765fef97f1fbcd094d6

Walking around the lobby, I see alot of gamepasses/products to purchase with either robux or in-game currency which is a nice touch however, it seems a little intrusive to the lobby design imo or makes it seem like a bunch of advertisments plastered over. I’d recommend having it pop up as hot/new thing/recommend/whats popping in the shop. :stuck_out_tongue:

After the long 400 seconds of waiting for the game, I’m slapped with another 25 seconds of intermission then the vote for map popping up right in the middle of the screen. I’d recommend putting it near the bottom or top to make it less sudden.

During the game, sounds of pop-ups coming from left to right caused me to be confused on what the objective of the game was. Standing still while having to read the text during a game isn’t really something players might look forward to. The markers weren’t that visible since half the time my camera is facing down and looking at things, try making them “sticky” and visible at all times such as how mad city does it, allowing you to easily navigate and locate quickly.

So I’ll basically summarize everything up that needs to be fixed:

  • The message of the game needs to be more clear.
  • Make the UI less intrusive on the gameplay, make sure the player is always interacting mostly with the game, not the UIs.
  • Include whats neccessary and give the player a good understanding of the game.
  • Allow the player to immerse themselves into the game as soon as they join, having a 400 second long game with a 40 second intermission doesn’t mix well.
  • Clean it up and make it more roomy/spacey, you can still keep the “horror” feel however, make sure the player feels “comfortable” playing the game.
  • Try making it more different instead of “press f to continue hacking” or “press e to hack”. Try having different minigames embedded into your game.
  • Make it fun to interact and play with, improve game feel.
  • Give both teams chances to attack/defend. The ceo had a difficult time finding us in the large map with a variety amount of escapes/doors making it a hassle to even play as the CEO.

Hopefully this will help improve your game for the future, good luck :+1:

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Never mind, the game worked after 30 mins of waiting

If you have fast internet, that’s probably the reason it loads quickly for you.
Not everyone has blazing fast internet, the average player will have around 10-30mbps, some players having less than that.
You should develop your game with that in mind.

You should post them here to contribute to the discussion.

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So, basically, I have compiled a positive, needs work, positive feedback sandwich. Mostly I agree with others about the game needing a tutorial, I had to figure it out for myself when I first played.
-The lobby is awesome (the secret passage is a nice touch, everyone loves secret passages)
-customizing yourself is a good touch
Needs Work-
-my purchases don’t save
-the new charts (Worth and MVP) are hard to understand and I see no indicator of how much worth I have or where I rank on MVP on my pad.
-unlimited space for colors
Positive-
-the different maps and gameplays you offer are fun (and giving the players a chance to vote is great)
-tic tac toe (Genius!)

And last but not least- Questions
Do you ever play your own game?
How did you come up with the idea?

Anyway, that’s all I’ve got right now, I hope this helps!

I actually read your message and I thank you for your feedback.

To answer your questions…

Yes, I play my own game all the time actually and I enjoy grinding out my own game. I dont like the idea of mods/admins/devs getting special powers in games, so all of my progress is legit, except for the time where I had to adjust my data to test a feature or item.

I came up with the idea of Dedoxed from multiple other game concepts and my own ideas. Dedoxed actually started out as a joke, but that soon changed as it gained popularity. Ive taken inspiration from games such as Watch dogs 2, Dead by daylight, and a bit of Destiny 2.

Very cool. Thanks for answering my questions. :slight_smile:

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This is the downside of rivalries, loyal fans will simply avoid your product out of bias.

Short answer is you’re correct, long answer would be you’re far from the truth. While it’s true you cannot 100% accurately predict if a project will be received poorly or not by the masses… can however increase your chances of success by your marketing strategy, correcting your competitions mistakes.

Look at jailbreak for example, there’s nothing groundbreaking regarding the game itself however it’s dominant over their competitors since it’s more polished in comparison. It took 2+ years for a development group to successfully match jailbreak’s playerbase. That doesn’t mean others within 2+ years didn’t try it meant the previous competition wasn’t offering enough to match their competitors content.

Simplicity,manipulative, or parody mechanic based games have the best chances of being widely accepted by the masses.

Saving has become the norm for gaming, not following this trend isn’t a smart move.

I used to consistently grind on dedoxed in the beginning until I overexposed myself to the only game mode that was available at the time which was hackers vs ceo.

I don’t know when you implemented the other game modes yet I do recall giving this project 3-4 months after the release date before losing interest all together.

In my opinion, I believe in the beginning you took your playerbase for granted after the results didn’t match your expectations therefore you were reluctant to continue enhancing the player’s experience.

Here’s a list of problems that I experienced in the past (will update if these problems have been resolved)

  • Camping is a common tactic used as a CEO.
  • Limiting user’s customizability by removing x from inventory if y has been purchased.
  • Minimal updates added into the shop prior to my departure 6+ months ago.
  • CEO’s guard the doors therefore players are discouraged from attempting to release their fallen comrades from isolation.
  • Once released, the CEO can easily stalk you to immediately force you back into isolation after the delay concludes.
  • The computers, towers, and exits aren’t randomized therefore experienced players have an advantage over beginner players by being more familiar with the surroundings.
  • There isn’t enough crawling locations to avoid the CEO.

While the following problems may be issues your competitors haven’t addressed either, I believe resolving each individual problem will give you an advantage over the competition.

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Apparently contrary to popular opinion, I found the game quite intuitive to pick up, and enjoyable to play. A few criticisms remain however:

  • Being put into the customisation screen before I have any currency is not funky.
  • I was never told explicitly that the baton meant that I was the CEO, nor that I had to touch other players to capture them. This wasn’t too hard to figure out, but it’s probably worth having a dialogue appear when you spawn clearly stating your role.
  • If the hackers don’t hack the power box, the CEO can’t do anything, including trapping hackers. This means that if the hackers decide to just not hack anything, the CEO is stuck doing nothing. This happened in one of the rounds I played as CEO, and I ended up quitting regardless of the crypto loss.
  • The modifiers are unbalanced - all of them seem to favour the hackers. “Ez win” was especially fustrating for me as the CEO, and my favourite rounds were played without any active modifiers.
  • Being caught as a hacker is boring. Whilst I’m sure this is intentional, it might be worth adding incentives to encourage the freeing of fellow hackers. If these exist already, they’re not very obvious.
  • The hacking skill checks are a bit finicky. The GUI elements are displayed and then positioned and resized, meaning that they can easily be missed if they’re placed far to the left.
  • The CEOs big advantage over the hackers is their increased speed - this feels like forced difficulty, and doesn’t make sense lore-wise. It may be worth exploring alternatives, although this isn’t a huge problem

This list may seem quite exhaustive, but in general I really did enjoy playing, and your core gameplay loop is solid, and I’m honestly not sure why it isn’t sticking. Obviously you’ve had some decent success with 8.4 million visits, so it’s clearly an enjoyable game - do you have any developer statistics you can look at to track retention rates?

Additionally, are you running continuous ad campaigns? Players have a lot of content to choose from on Roblox, so it’s a good idea to be continually pushing your game.

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