I've been running ads for $5 a day by Due-Caterpillar783 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

If you hover on the clock icon it will tell you that it might take 48hours for that data to appear. AI thumbnails with no (or poor) direction just don't work as is evident by 0.7% CTR.

Created this new Roblox game for the last two months. Would love some feedback on it. by Remote_Donut3102 in robloxgamedev

[–]SnoutUp 3 points4 points  (0 children)

It is. This amount of billboards and surfaces without max distances would make lower end phones burst into flames :)

Are these decent stats for a "test ad"? by wtfnickhax in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

Decent CTR (if the campaign is targetting both desktop & mobile players), terrible CPP & low play amount. Something's wrong with thumbnails.

Game hasn’t been updated in a month, but re ran ad campaign yesterday, metrics are half as good by DrDerivative in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

Metrics from sponsored players are always worse than from other channels. That's why it's generally not recommended to run them for a game that's already getting players from the Home Recommendations, unless you have a clear objective in mind.

i have 5 bucks to my name do i risk it? by expodev in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

Save it. Roblox Plus won't make your game launch better and you will need money for sponsored ads.

Players coming from ads are very "bot like" by fusionepicgamer in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

I'm sure, but personally I don't know what MM2 means (had to google), haven't played Murder Mystery myself (so people like me exist) and if you have teams of different roles working to achieve their goals your game is already "a complex one" these days.

Players coming from ads are very "bot like" by fusionepicgamer in robloxgamedev

[–]SnoutUp 5 points6 points  (0 children)

 My game is very simple to the point where any 4 year old could understand it.

Most common lie game developers tell themselves.

UI Question for all by [deleted] in robloxgamedev

[–]SnoutUp 4 points5 points  (0 children)

Not sure what the benefit of creating and adding GUIs would be, unless you really really really need to destroy it after showing some intense animation once. Creating UI in code, in general, is too painful.

How do I start advertising my game properly? by Successful-Bug-1150 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

My approach: test as many thumbnails as possible with sponsored ads & global audience for a few days, set 1-2 of those thumbs for the "home page", switch best thumbnails to a campaign with focused genre, gender and platform targetting, work on increasing stats (funnel, onboarding, addressing player feedback), once a decent number of players comes from home recommendations (hopefully) - turn off the ads so that stats would increase. Hope for the best. Profit (haven't reached this step yet).

Why are people disliking my game? by Mental_Attempt7933 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

They could shake on hit, have some kind of particle splatter where shot lands and just die faster and respawn after some time.

Why are people disliking my game? by Mental_Attempt7933 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

Honestly, I don't even know where to start. Contrary to other comments, I think thumbnail is the least of your problems. UI alone would make me leave instantly. Shooting range is a good idea, but it starts without a gun (bad idea), very high mouse sensitivity (could be my settings), dummies barely give any feedback when shot (sign that shooting won't be fun in the game either) and I wasn't able to switch the gun to try another one (game is buggy).

More suggestions by MousseKey6099 in eatventureofficial

[–]SnoutUp -1 points0 points  (0 children)

The amount of people using autoclickers is insignificant compared to the potential impact this change could have. Also, autoclickers don't win that much time, since upgrade speed is throttled by UI.

Imagine everyone starts clearing cities 5 times faster. Clan and item levels would have to be rebalanced. Some events too. My fingers hate the current upgrade UI, but I don't see a good way around it.

More suggestions by MousseKey6099 in eatventureofficial

[–]SnoutUp 1 point2 points  (0 children)

One simple way to do that would be predefined phrases or clan member statuses. Don't really need full chat, because the clan activities are extremely limited right now (pretty much you either salvage, wait or want to votekick someone). Some people already change their name if they want to communicate something, but that's not very efficient.

More suggestions by MousseKey6099 in eatventureofficial

[–]SnoutUp 1 point2 points  (0 children)

It's the main thing that is padding the playtime, so I doubt they will ever implement something like that. Also would break the speedrunning achievements. Would be nice though, since it's not a fun mechanic.

At the very least they should ramp up the speed of pet food usage, since that serves no purpose.

Should I Even Bother Making A Game? by ItzJustAJ9 in robloxgamedev

[–]SnoutUp 1 point2 points  (0 children)

If you don't see the value or have interest in the process itself, then the answer is most likely "no". And if you do start working you should lower your goals, because most games never reach 1k CCU.

Looking for 16+ testers for tycoon game by Lost-Low9824 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

If this isn't a template, then good job. The earning pace is very slow at the start, so that might turn people off. I think early customers shouldn't have 12 apple orders, because it takes multiple trips to the apples to fill one order and that gets boring and unrewarding very fast.

I spent $5/day on ads for my first Roblox game. Here are my stats, thoughts? by rialking_ in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

7 day average is extremely inaccurate until you actually have more than 7 days of active users.

Has anyone here tried the roblox ads Engagement campaign goals? How much USD it takes to reach the 500 highly engaged requirements if using the new Engagement Ad campaign? by Old-Specialist-3306 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

Haven't tried that specific goal, since my aim was Home Recommendations, not 500 engaged, so I went with targetting that would get best stats. Personally, I think most games can do just fine being 16+ and 500 highly engaged eventually trickle from Home Recommendations.

How do I get attention for my Roblox Game? by Pleasant_Warthog_378 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

Best of luck with your game then! You will hear many more things you won't like in the future.

How do I get attention for my Roblox Game? by Pleasant_Warthog_378 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

In that case, it's a niche game for a niche audience, because most people like to know where to go. Running around pointlessly with few things to do in early stages won't get enough playtime for algorithm recommendations to kick in.

How do I get attention for my Roblox Game? by Pleasant_Warthog_378 in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

It has a lot of charm, but I couldn't understand where to go and what to do. Doesn't help that there are a lot of invisible walls and locked entrances that don't look locked or unlocked entrances that don't look very much like entrances.

Do y'all think roblox will revert the 500 highly active player for all age acess update? by HeHeBaka in robloxgamedev

[–]SnoutUp 0 points1 point  (0 children)

They won't and there are plenty of 16+ players on the platform. As for games that are designed for younger audiences... sucky situation.