![]() ![]() Let the algorithm adjust accordingly and smoothly. Let games grow organically, allow them a small traction boost to see how players behave in the game and how metrics adjust. I would love to see the algorithm being more consistent. After that I do not need to explain what happened: Absolutely no growth for that week averaging a few hundred CCU. After releasing, for the first week we were just simply sponsoring the game, no marketing outside of Roblox sponsors. Yeet a Friend: This is a more positive one, but nevertheless a good example of just how much impact the algorithm can have. I believe it was just the game constantly getting on and off the algorithm, but struggling to stay on for more than a day. To summarize the game’s performance seemed completely randomized from the very beginning, regardless of what we did. Sword Haven: I have already made a post about this as a ‘bug report’, but as Roblox staff said, and I agree it belongs in feature requests better. There are 2 games I would like to use as an example: It is either getting a very significant boost in traction, reaching thousands of players, or it is struggling to gain even 100 concurrent users. The problem as I understand it, is that currently a game is either on the algorithm or off the algorithm, with no in-between. ![]() The only thing we can do, as developers, is simply make the best game we can and make sure it is enjoyable. This is mostly beyond the developer’s control, as there is little to no information on what we can do to be ‘liked’ by the algorithm. ![]() This post is based on my own information from experiences of releasing multiple games, feel free to add your experience of getting your games discovered and their path to success or doom because of the algorithm.Ĭurrently, nearly every new game depends solely on getting recognized by the algorithm. ![]()
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