In all honesty, creating a demo showcasing the features and concepts of the real game, but not allowing them to specifically make progress in it will attract players by it’s feature without showing the whole thing. It’s like trying a small sample of a said food. You know what it tastes like, and if you want more of that said food, you’ll have to pay.
Also, you get less players by putting a robux tag to play your roblox game, so I suggest eventually making the full game free, but also giving players who bought the game before it was free an in-game item, currency, or stat as a reward. That way, you can show players the demo, and also show them what you get if you buy the full game.
The idea is good.
Although I think giving player only 1 hour to play is not that much, as it requires some time for players to play and understand how the game works and start enjoying it. I will just suggest increasing the free trial time, although beside this it seems like a good idea.
Knowing kids, your game will get a lot of dislikes if you pull this out of your .
But you could do this: instead of forcing them to pay once the free trial is done, causing a hard punish to players which is literally a no to do to your playerbase, you can make two separate games linked with the game mechanics. One is a P2P mode where you get the ability to play everything as you like, maybe a story mode if you Manage to do it, and the other one is an online mode, F2P game where the players can do whatever they like with the game mechanics of that P2P mode, just not with the full extent of it.
It doesn’t force them to pay, but it motivates them to try the paid version if they like the mechanics of it.
The closest I’ve seen a Roblox game do something such as this is where there was a separate demo place that had a limited amount of content. If you were interested enough in the game, you could then go to the page of the main game (which is paid access) and purchase access to that game for the full experience.
Alebit this game is still not fully completed, it provides an example similar to what is brought up in the OP, just with a slightly different structure. This one would probably provide a much more intuitive experience and prevent the ratings from misrepresenting the quality of the game since there would be a much greater distinction between what the demo version of the place is vs the main game.
1: some people are even put off by bloxburg, and thats only 25 ROBUX.
2: The fact that your game would be very new and wouldn’t have a fanbase/regular visitors, is not ideal. Personally, I wouldn’t spend that amount of robux on a game that doesn’t have good feedback and doesn’t have many players playing it.
What is your game may I ask? Because for example…if it was a game like speed run 4 (not saying it is) but if it was, I would rather play the fre game with plenty of people playing and good feedback.
All of this is my personal opinions. If you wanted to introduce that sort of system maybe you could lower your pricing or wait until you have regular players.
Another game did something similar where there was a separate game that only had part of the game, when you finish you could go to the rest of the game if you paid money
If you did this I would suggest doing something like a demo that they can play all they want. But if they want to continue playing they need to pay
No… The game itself is free to join (like every roblox game) but instead of using roblox’s built in paid access, you just give them time to see if they want to spend robux to “unlock” the game.
In a nutshell: It would be like if bloxburg had a 1 hour time where you could play before spending the 25 robux to play it forever. Basically a way to see if you like the game and if you want to buy it.