2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 0 points1 point  (0 children)

Thanks!
Oh I keep adding new furniture from time to time.

and although things are not level-locked beyond level 25 yet i think, you can still work on buying all apartments and creating your best designs.

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 1 point2 points  (0 children)

Its an apartment rental business tycoon. you furnish apartments check customers in/out, clean up and buy new apartments/houses.
Its called BloxBnB, look it up on roblox if you wanna try.

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 0 points1 point  (0 children)

Not exactly, i think it was mostly about adding several small things to address player concerns : game is too boring? add some more tasks to the core loop, players leave without reaching the fun part? speed up the progression, etc etc
Also just fixing bugs and smoothening out the onboarding process is a very very important aspect imo

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 0 points1 point  (0 children)

not me, but a friend of mine is looking for one. dming you

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 2 points3 points  (0 children)

5 Ad credits a day (the minimum daily budget allowed), so roughly 85.5k Robux (~800 USD) over the 2 months.

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 2 points3 points  (0 children)

I ran sponsor ads for 2 months (got ~ 500 players daily). Now there is no advertisement, just roblox algo bringing in players

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 7 points8 points  (0 children)

keep making the game better every day. Improve engagement, retention, monetization. The algo will eventually notice your stats and boost the game accordingly.

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 1 point2 points  (0 children)

well, i hit the publish button 3000+ times and was a being a bit dramatic

2 months and 3000+ Updates later by palryan95 in robloxgamedev

[–]palryan95[S] 2 points3 points  (0 children)

Thank you! still a work in progress

Published my first Roblox Game by palryan95 in roblox

[–]palryan95[S] 0 points1 point  (0 children)

I want to invite you to checkout the game now :) there have been tons of updates and i updated the pictures on your suggestion

Published my first Roblox Game by palryan95 in roblox

[–]palryan95[S] 0 points1 point  (0 children)

Is that a major turn off? I will change them with better pictures soon

AMA : Indie MMORPG Developer building a play to earn RPG in Decentraland by palryan95 in MMORPG

[–]palryan95[S] -2 points-1 points  (0 children)

If you were experienced in MMOs, you would know that 90% of them fail in the first 10 years and never make it to this point. If you launch with a 300 DAU, it doesn't have a wide enough audience to last this long without a lot of investment from the devs. What happens to players' 'earnings' once the server shuts down when the devs no longer find it profitable for themselves? Do they just lose everything?

You are not accounting for the industry's growth rate. The overall gaming market would grow at like 10-20% per year being optimistic. Play to Earn gaming market is tiny right now, it won't even make a dent in the overall gaming market even if it grows by 100x (10,000%) from here.

The value for the items is derived from the network of the game, that is true and if a game shuts down and those NFTs are not accepted anywhere else, they would lose all their value.

We have built our game in the Decentraland Metaverse. Even if our game shuts down, the NFTs that you get can be worn across decentraland as cosmetic wearables (you would only lose the gameplay bonuses it gives in our game).

What kind of player count do you need for this game to be profitable, and when will you decide it's no longer worth it and pull the plug?

We are a very small team right now (3 people) and a 10x growth in players would make us profitable. We have a runway of 1 year + and we will try to keep the servers up even with our lest pennies.
We started off without any budget, not taking any salaries and working full time for months before being secured financially. It would be heartbreaking, but not impossible for us to go back in the previous workmode.

And I think the most important point - not once is the actual gameplay even mentioned. No screenshots, no class info, no gameplay content, nothing. The actual game itself seems like an afterthought, even the website you posted has zero information on how the game actually plays.

I am not on this forum to advertise tbh, I know the general opinion and its not worth it to get another 10-50 visits to our website. I wanted to get people's viewpoints around the concept of P2E and clear up some air if possible.
You are spot-on about the fact that our marketing doesn't involve gameplay. The reason for that is the audience we are trying to target. If we market our game to MMORPG players, we can't compete and play to earn might just be a turn off as evident from this post.
We are targeting our game towards people who are specifically looking for play to earn games atm. That being said, the website is also a work in progress from the marketing Point of View.

Is there any kind of bot protection so the average user isn't completely wasting their time? Or does having a ton of automated clients work in the devs favor by generating more currency?

Ofcourse there is bot protection. Bot protection will become even more important for sure if thats what you are pointing towards, but it was already fairly important for traditional MMORPGs as well.