Start Small: The Key to Roblox Game Success
45sRelatable advice for beginners on avoiding scope creep, which resonates with aspiring game developers.
▶ Play ClipThis video provides a realistic walkthrough of the entire game development process on Roblox, from ideation to publication and advertising. The creator shares personal experiences, including mistakes and financial outcomes, to emphasize the importance of starting small, setting deadlines, and analyzing ad performance.
Begin with small, manageable projects to complete the full cycle of ideation, production, and publication. This builds skills and experience for future projects.
For your first project, make it very small and publish quickly to gather feedback. Polish it just enough to be fun and functional, not perfect.
Setting too large a scope can compromise deadlines and quality. The creator's game 'Sage Hunt' failed due to over-scoping.
Document your game concept using tools like Figma, Google Docs, or Miro. This provides a clear overview and helps set deadlines.
Short deadlines keep you on track and prevent wasting time on unnecessary polishing. 'Done is better than perfect.'
Invest time in creating a compelling banner, icon, and description. These are your game's business card and attract players.
The creator spent money on ads for two projects, resulting in 1.4 million impressions, 13,000 players, and 1,000+ hours of playtime over 7 days.
Key metrics: Spend (money spent), Impressions (times ad shown), Clicks (clicks on ad), CTR (click-through rate), Cost per Player, and Revenue in Robux.
For 'Hunt': 500k impressions, 7k clicks, 1,200 players, cost $0.23 per player, no revenue. For 'Stechen': 600k impressions, 10k players, cost $0.04, earned 828 Robux.
Yes, but expect failures. The creator saw improvement from first to second project. It's a process of learning and iterating.
Creating successful Roblox games requires starting small, setting deadlines, and learning from ad analytics. Failure is normal and part of the growth process; persistence and iteration lead to improvement.
"The title promises insights before creating a Roblox game, and the video delivers a detailed, honest walkthrough of the process."
What is the recommended approach for a first Roblox game project?
Make it very small and publish quickly to gather feedback.
01:05
What tool can be used to document a game concept?
Figma, Google Docs, or Miro.
01:58
What does CTR stand for in advertising?
Click-through rate.
06:04
What was the cost per player for the 'Hunt' campaign?
$0.23.
07:40
How many Robux did the creator earn from the 'Stechen' campaign?
828 Robux.
08:49
What is the main reason the creator's game 'Sage Hunt' failed?
Setting too large a scope compromised deadlines and quality.
01:31
What is the key takeaway about deadlines in game development?
Short deadlines help avoid procrastination and unnecessary polishing.
02:23
What is the difference between impressions and clicks in Roblox ads?
Impressions count how many times the ad is shown; clicks count how many times someone clicked on it.
05:51
What does a low CTR indicate about your ad?
Your banner or icon is not grabbing attention; you need to improve it.
06:17
What is the 'cost per player' metric?
How much money you spend (in cents of a dollar) for each player who sees, clicks, and plays your game.
06:58
Start Small
Emphasizes the importance of beginning with small projects to learn the full development cycle.
00:28Done is Better Than Perfect
A key principle to avoid perfectionism and ensure project completion.
02:23Ad Campaign Data
Provides concrete numbers on impressions, players, and costs, offering real-world insight into Roblox advertising.
05:08It's a Process
Normalizes failure and encourages persistence, showing that improvement comes with each project.
09:58[00:01] of the most important on the channel, because I'm going to show you the real process of Today I'm going to tell you about the process from conception to publication, and how the game performed after its release. And here I want to show you
[00:15] within the Roblox platform, and everything else that might be useful for you, okay? So don't forget to leave your like and subscribe to the channel. We're all in this start by talking about the idea for your game, which in this case would be the scope of this
[00:28] project. What are you capable of doing today? It's very tempting to want to start with that dream game idea , but sometimes you don't have the skills or the tools to do it today. And everything is fine. Starting
[00:40] small is sometimes the best way to do it. That's why it's important to start with smaller projects and complete this cycle of ideation, production, and publication of the project. Because in this process, and in a short project, you'll
[00:53] end up learning many things that you 'll use in your future projects. And here's a tip for those who are just starting out . If this is your first project, make it something really, really small. Get it out there as quickly as possible so
[01:05] you can gather feedback and experience what it's like to develop a project from start important. Give it a little polish, make it fun and functional. It doesn't need to be perfect, it just needs to be playable and publishable, because I'm
[01:18] sure that with this project, these shorter cycles, these initial interactions you're having on the platform, will greatly help you . This tip might seem a bit superficial, but it's actually very
[01:31] Sage Hunt, I really set a very large scope, far beyond what I could deliver, and this ended up compromising the project deadline, but also the quality of the work, because in the end I had to rush to
[01:44] ended up wasting a huge amount of time on the project, only for it to eventually fail when it's finally published and become a source of nostalgia. Now that you have a defined concept for your game, it's very important to document these things,
[01:58] for example, with a GDD (Game Design Document). You can use Figma, Google Docs, Miro, or any graphical tool to document and have a clear overview of your project until publication. This is very important before you start
[02:11] code, because it lets you know exactly what you need to deliver and also allows you to set a deadline for that delivery. A short deadline will help you avoid procrastination and wasting time
[02:23] on various unnecessary tasks and polishing . Even if you don't meet that deadline exactly, it will help keep you on track. But without a deadline, your project will surely become indefinite. You'll be
[02:35] wasting effort and resources on things that might not work out . And remember, done is better than perfect. It's better to have a simple game released than a wonderful, beautiful project that never made it past the planning stage
[02:47] important. Before you start coding, have a clear vision of your going to deliver, what mechanics do you really want to deliver in this polish it, you can improve it, make updates, and that's perfectly normal,
[03:03] also very important. Have a clear vision of this and respect the deadline. Obviously, exceeding the deadline. You won't have time, unexpected things will happen, but it's very important that you set a deadline , for example, "I want to create
[03:18] my first game in a month and it will have this, this, and this feature." So, I want to create these mechanics by the date I'm setting here, because that will help you stay on track and stop getting distracted by polishing or
[03:31] focus. And it's perfectly natural for that to happen. This happened to me mainly on Sed Hunt, and I ended up losing complete focus on the project, which ended up taking too long. I added too many features and even then the game didn't
[03:45] perform well. And I could have gotten that validation much sooner and time I spent polishing and wasting on that creation. You went there, coded your project, met the deadline, almost everything is ready, but
[03:58] about your game's page. And it's very important that you invest some time in this. Creating a banner or icon is a great way to describe your page, your game's performance. Think of Roblox as a YouTube for games.
[04:13] an ugly thumbnail or a video with an eye-catching cover? It's the same thing with games inside Roblox. The icon, the banner, the description are your business card and are what will attract the attention of other players to give
[04:26] your game a chance in that sea of games that exist within Roblox. So it's too. It's very important that you set aside some time to do some research, hire someone to do this for you, because this part will be
[04:40] really important for attracting new players, getting them to , but also for paid advertising campaigns, which we'll talk about this very important topic, which is ads, I wanted to ask
[04:54] like, because that helps a lot. And also comment below if this type of content is useful for you, because if it is helpful , I can bring more videos routine in my personal projects as well, okay? So let's talk about the
[05:08] ads now. The famous little screen of the eds inside Roblox. Here it will show you an overview of all your campaigns. In this case, I my experiences. So, overall, I spent almost $ on these two projects
[05:21] , I had 1.4 million impressions, and 13,000 of those 1 million people actually played for 1000 hours and 200 hours, right, that they played over 7 days. So, before we talk in more detail about
[05:37] each of these things is. Spend is exactly how much you spent on each campaign. impressions. I mean, how many times has your cover image, or your creative content, as they call it, appeared on the
[05:51] Roblox screen? So, when those recommended videos or ads appear in the player, those are usually the impressions shown here. In this case, it only appeared; the person didn't click. So, in this column over there, which shows
[06:04] clicks, we can see that out of 200,000 people, 4,000 clicked, for example. So here we have our first metric, which is the CTR, or click-through rate. So, that's why it 's very important for you
[06:17] to spend some time on your banner, the icon, the game page, because it's will be very important. If people are printing a lot, but there are few clicks, it means your CTR is low. So, that means you
[06:30] need to grab the person's attention more so they'll click on your game and maybe even play it. So, it doesn't mean that if someone clicks, they're playing; it means they've entered your game's page, and then you'll need to
[06:43] convince them that your game is attractive so that they actually click—which in this case refers to the players here. And here we have the cost per player. So, how much am I spending here in cents of a dollar for someone to
[06:58] see, click on, and play my game? So, in this case, I'm spending 0.11 (11 cents) of a dollar, and these people played for about 110 hours over the course of 7 days. Beauty? And here lastly, we also have how much we
[07:12] earned in these campaigns, in Robux. So, in this particular in Robux. So, in this particular campaign, I invested 18 and I earned 327 Robux. In this one, I invested 50 and I earned 828 Robux. So this is exactly where
[07:26] we'll be able to see this data from our campaign. And here's something cool: I'm going to come here and filter by the first one, Hunt, which is this little guy right here. And here I had 500,000 impressions with 7,000
[07:40] I had 500,000 impressions with 7,000 clicks and 12, almost 1200 players here at a cost of $0.23. What does that mean? That means the cost here is high. There are some magic numbers that people
[07:53] but it's important that you understand this basic concept so you can see where your campaign is going wrong. And I didn't gain anything from this, look. win anything. I couldn't convert it
[08:06] of those players, could actually log in and I was impressed with this printing value here, right? Half a million people watched my game, but that did n't really translate into anything
[08:19] tangible, did it? People played everything fine, but they didn't spend money in the games. And then my second game, which is Stechen, this little guy here, I made two campaigns for him. For the first campaign, I spent 50 and 50, and it was
[08:33] printed for 600,000 people, almost 700,000. And here, 10,000 people played at 700,000. And here, 10,000 people played at a cost of 0.04. performed very well, and the result was these 828 Robux that I ended up
[08:49] earning. And the second campaign that I ran now, which is with a new game update, didn't perform so well. And I can see that here, especially in the cost per play. So here I'm spending a
[09:02] this is very important because in this case it was four times So I was converting a lot more people. in this first campaign. So, something I ended up doing, or the art isn't right, the banner, the icon,
[09:17] something happened here that didn't perform well, just like the campaign, just like very important for you to understand. And here are the returns, right? Considering everything that's happened this year, like all this
[09:30] money, man, this amount of Robux is really not much. So, overall, you know, this campaign, both campaigns were good because I gained knowledge about how these things work within Roblox, but
[09:44] I didn't really get any financial return, okay? and neither of the two projects. Unfortunately, I haven't managed to get rich yet. So, you'll be seeing me final tips for you on this, and also a bit of my account of this
[09:58] experience creating these two games. Is it worth creating games? Yes, it's worth it Sometimes it's a real gut punch when you spend a lot of time developing a game, then you publish it and things end up going wrong. But here I can
[10:12] clearly see some mistakes that I myself made, for example, in decisions regarding mechanics, uh, game time, issues really related to the Roblox system, what people want to play, what people are
[10:24] especially when you're working on indie games, for example, whether you're with a friend or working alone, it's going to be very difficult to get it right the first time. So, this data here is perfectly normal . And what I wanted to convey in this
[10:37] video was precisely that, to show that everything is okay. If your first, second, or third game doesn't go well, doesn't perform well, and you don't get rich like in those stories you see on the internet, that's okay. It's normal for this to
[10:49] happen, and with time you'll get the hang of doing things. Here I could clearly see an evolution from the first to the second project. It's not ideal yet. Maybe he'll perform a little better in the third one. So that's
[11:01] the process. It's going to be a process of truly closing this cycle, producing, analyzing what you did wrong, and moving on to the next thing. Not much love for the idea. And with time you will feel more confident. And I hope that
[11:16] one day I'll hit the nail on the head and actually be able to make a game with thousands of players. Beauty? If you found this content helpful, don't forget to subscribe, leave a like, and comment below if you found this video useful. And if
[11:28] you want more content like this on the channel, that's great!
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