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| 28 Mar 2017 06:54 PM |
| I've heard that they spend that much when sponsoring and that's just horendous, wouldn't you lose money?God. |
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lnTech
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| Joined: 09 Nov 2012 |
| Total Posts: 737 |
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Wrathsong
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| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
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| 28 Mar 2017 08:24 PM |
https://www.roblox.com/games/568087741/Mountaineer
I spent 60k on this and lost every dime.
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lnTech
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| Joined: 09 Nov 2012 |
| Total Posts: 737 |
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| 28 Mar 2017 08:25 PM |
That sucks, its such a good game!
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Wrathsong
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| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
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| 28 Mar 2017 08:28 PM |
I thought so too, I guess people didn't enjoy it. Some people didn't understand 'infinite mode' was *infinite* and complained that they kept losing...
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lnTech
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| Joined: 09 Nov 2012 |
| Total Posts: 737 |
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| 28 Mar 2017 08:30 PM |
lol, You should probably just say Regular mode or something like that.
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lnTech
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| Joined: 09 Nov 2012 |
| Total Posts: 737 |
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| 28 Mar 2017 08:33 PM |
| ###### Can you help me out with something. I can pay if you'd like. |
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lnTech
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| Joined: 09 Nov 2012 |
| Total Posts: 737 |
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Wrathsong
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| Joined: 05 Jul 2012 |
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lnTech
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Wrathsong
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| 28 Mar 2017 08:50 PM |
You get more for your robux by spending 80k ### ###s in a row then spending 5k for 32 days.
Let me try to explain.
If you get enough players in game at one time your game can get on the popular page or trending or top earning.
When that happens you basically get free sponsors and advertising. Not to mention your players feel the hype as the game is considered a "big deal" if you see it everywhere.
If you run 5k one day for 32 days you never gain enough players at one time to get onto any of the lists.
To profit the goal is to get a steady base of players who enjoy your game and want to come back, that only happens if the players have fun.
If you find yourself not making your money back then that is bad management. You need to make sure your game has enough dev products and gave passes to not just sustain advertisements but make large profits.
Best dev products are either cosmetics (how things look) or slight game play advantages.
I caution to do the later one in moderation if you do too many ingame advantages to paying players, your none players will get frustrated and leave.
For more physiology on in-game purchases and revenue just google "free-muim"
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Wrathsong
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| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
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| 28 Mar 2017 08:51 PM |
@builder would you play mountaineer and tell me where i went wrong pls
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| 28 Mar 2017 09:09 PM |
I just played it and I have to say I really like it. I have played the app it was based on and you did a good job with the remake. GUI's were neat and playful, scripting worked.
Three reasons I see where you could have "failed"
You completely misread what kind of people play roblox and what kind of platform your game would be viewed on. The largest demographic is younger simple kids. Your game is one of personal challenge, the goal is to beat your old record. That just isnt something younger kids care about. Your dev work crosses all the T's and dots all the i's, but it fails to deliver simple fun. There is no competitive or social aspect to the gameplay so players will get lonely, there also doesn't seem to be an obvious goal which is something younger players need to see, to feel like staying in a game.
Apps are VERY different from pc games and their players are different. Apps are quick mindless entertainment. Most apps are played when people are waiting ### for something. On pc people look for more then that. They want competition they want a more interactive challenge, they want to be able to show off to their friends how much better they are. If you were to advertise this on roblox I could only see it being popular if you ran sponsors for phone##############ers only.
The third thing is you did get some players maybe they didn't find your "purchase able items" entertaining enough? I felt your character list was not a main focus. Maybe give one or two characters free and easier to earn so that you can show a cut scene where they are unlocked so people know to look for them.
Over all I am impressed by you scripting and gui work you made a nice game.
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Wrathsong
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| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
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| 28 Mar 2017 09:23 PM |
thx for the advice mang
you should play my game octopus and let me know what you think (there are several ppl here rn if u wanna come)
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| 29 Mar 2017 04:26 AM |
| ###### you should add a multiplayer mode capitalist atheist |
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Chamounix
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| Joined: 01 Jul 2014 |
| Total Posts: 2643 |
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| 29 Mar 2017 11:40 AM |
90k is an average amount, to get a game popular you need to spend that or more.
I have spent in total at least 500k on ads, which is nothing compared to others. Advertising large sums like this is the only way to get a game popular, no matter what kind of game it is.
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Dominical
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| Joined: 04 Nov 2011 |
| Total Posts: 1303 |
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| 29 Mar 2017 02:47 PM |
| You shouldn't spend 90k right away. You have to start small to get the gist of how much players spend in the game. If you monetize it correctly, you very well could make more than you spent. |
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| 29 Mar 2017 02:56 PM |
| ive spent less than 30k my first time and got # #### visits |
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