Would you play this game?

We’ve added a :hat and [custom tag] which I haven’t seen much cafes do.

How do you physically play your game? I’m not a RPer but there are proven models of success for roleplay games, namely, Work at a Pizza Place.

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Workers serve the customers, socializing with friends, and collecting pets. We’re adding mini games for fun, possibly competition.

I gave it try. No one else was there so my impression might not be completely accurate, but I liked it overall. The one offputting thing was that the game prompted me to buy a 8000 robux thingy the second I joined. Those things should prompt later (maybe 15 minute playing time?) because no one’s gonna buy it straight off the bat, and it makes your game look over monetized.

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Noted and understood. Do you think we should add anything to make the game experience more enjoyable?

Rather than add, I think you should make sure everything you added so far works really well. (I’m assuming you added the minigames thing so it seems your core game is done) An easy way to do this is to do a soft launch to make sure everything is good before you pour a tonna $$$ into an actual ad wave.

Again, I’m no expert on the subject, but I will give examples.

Supercell’s clash of clans did well despite entering a crowded market because they had employees test the game for hundreds of hours. The game was proven fun before it was released.

The same can be said for Treelands, a more relevant example as it’s a roblox game. From what I’ve heard the game was tested for a month before release. And since Fissy worked on both Treelands and Adopt Me, I’m assuming the same was done for Adopt Me, which is the most successful roblox game as we speak.

Obviously, you don’t need to go to these lengths to succeed. But the benefits of a good, thorough soft launch are real and you should definitely keep it in mind.

Although your map looks nice, your shop gui needs more padding. Also, in my opinion the cafe category as a whole is oversaturated so I doubt the game would do very good.

Another thing is, the game feels very in-your-face with the pop ups from the top of the screen and product displays everywhere. This could easily overwhelm players

A mini-arcade sounds nice, players can earn points to buy in-game items.

Listen to this guy. He knows what he’s talking about.

Although, for the over saturated part, you could also say “clash of clans shouldn’t have succeeded because the market for mobile town-building/strategy games was oversaturated”

They still succeeded, didn’t they?

You just gotta make sure your game has some compelling component that keeps players coming back, and maybe a twist or two to make it unique. I wouldn’t disregard huge subspaces of games as “overdone” and just give up.

Sorry, for the late response but I’ve been doing some peaking at other groups I’m in.

Some do trivia games, would you rather, etc.

Yeah you need to innovate, like Koala Kafe did with their unique theming and monetization.
For example a lot of cafes struggle to get new players due to the interview system. An automated acceptance process would be a real innovation over that.
In this game though I don’t see much of those kinds of improvements and instead things I don’t believe fit well in a cafe, such as pets.

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Yes i would play this game, but i can’t test it yet because its offline.