Will this co-op zombie looter shooter have a steady playerbase?

I’m working on a top down zombie 4 players co-op looter shooter game.

The gameplay is kinda like left 4 dead (hordes, special zombies and the shove mechanic)

The gameplay loop is like helldivers (you have to complete 2-3 objectives in a raid then extract while zombies keep spawning)

Progression system: After completing a raid you gain a lootbox you can get better lootboxes with an increased chance of getting an higher rarity weapon or ability (common, uncommon, rare, legendary) kinda like warhammer vermintide 2 if you increase the difficulty of the raid; Legendary weapons have different visual effects, best stats and status effects when you shoot zombies the other rarities don’t have visual effects but have better stats then the default weapon same thing with abilities.

loadout system: There are 4 classes, you can equip weapons and abilities gained from lootboxes, each class have different playstyle, 2 unique weapons 2 unique abilities, unique talents that improves your class playstyle (decreases your ability cooldown/duration or applies status effects to zombies or more damage) at level 5 you unclock your first talent then lvl 10 lvl 15 and level 20 is max so 4 talents in total for each class at level 20 you can decide to rebirth adding 1 rank like military ranks or stay at level 20 with all your talents unlocked

I want to know from you game designers if this game holds up or it will die on roblox

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Well… it has promise, I’ll tell you that. But to me, what it looks like is that you’re thinking too far ahead, when it doesn’t sound like you have how these systems will work. A game on paper works a lot different than an actual game.

If you make something playable, you’ll be able to tell if it’s fun or not.

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Usually games that have a lot of effort put into them are not popular. Try going for something simple that children will enjoy.

Nah; high effort games can work, you just need to target them to the right playerbase. Obviously, a simple simulator game won’t work towards an older audience, and a fast-paced FPS won’t work for a younger audience. Think competitive shooters on the platform; a lot of them do well, it’s because of the audience they’re marketed to.

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But the success rate of simpler games these days is higher than complex games.

it’s targeted to competitive players that like co-op games but it has difficulty levels for casuals too and has mobile compatibility

This could hold well for a solo developer but not a team, as it’d likely not get that many players. Your current proposal is rather lackluster and doesn’t feel as modern as it has to be to stay on the platform. If you work more on innovating this basic idea into something more advanced, but not complex, I’m sure it’d work well for the platform. Good luck!

It’s not a simple “success rate of simple games vs complex games”. There are many aspects to take a note of. Could be initiating gameplay, tutorials, introduction, skill/progress curve, grinding curve, promotion, player retention, monetization… the list goes on and on. Yes, simpler games are easier to make, which is why you see so many simulators on the platform nowadays. However, it’s not a clear yes/no answer when it comes to success; too many attributes are involved to make an assumption like that.

I think you should go for it. It’s obvious you’re really into the idea and that’s a good thing. If you can create something like this, you will attract players that are into the zombie shooter genre as well as players from the Left 4 Dead 2 community (such as myself).

Only thing I’d be worried about is the lootboxes. I don’t know where exactly but there are some major countries or something that have strict policies on them.

In the long term I think players would get bored doing the same mission over and over again, a good idea would be to do it like dungeon quest where you unlock new armors and missions as you progress through.

I believe anything can work as a game depending on how its made, it just depends on how flushed out it is. One great example is Big Paintball, how they took a simple concept and polished it so well to make it into a popular game.

Sorry for the late response, only noticed it now:

I’m not a game designer, but it sounds good in the fact that you have a bit of something for everyone. However, one thing you need to keep in track for is that the game will always have a primary playerbase, so it can be hard to help run the same game to interest two different groups of playerbases. in that regard, it may be simpler to just direct all your time, effort, and resources towards just one playerbase that seems to overall get more retention and attention, since you may end up doing better overall by marketing it to have one continous playerbase, which is easier to help keep player retention and a community for the game. Mobile support is naturally good, as the majority of roblox’s players are on mobile; however, again, you need to consider if it’s really important for the game enough to constantly need to update it, etc. If with statistics, or whatnot it does appear to be that you get a considerable amount of reoccuring (players keep coming back to the game) playerbase from it, it would most likely be good to add and keep maintaining. However, I’d be a fool if I straight-up said one thing to do, these are all just potential factors to keep in mind, as most of this info I just got by reading a lot of other posts myself so i’m probably not the most professional person absolutely to take advice from as a game designer.