
So this will go up right?
I am really hoping this is an average experience and it will just go up right guys?

I am really hoping this is an average experience and it will just go up right guys?
Well this post is actually more like 2 questions that are semi related. Firstly, what the title says. I've been hearing a lot about new systems Roblox is implementing to "protect the kids" but actually make posting games and getting a fairly decent player-base INSANELY hard.
So I'm debating whether it's even worth starting to learn coding. Because obviously I don't want to invest years into it, and by the time I'm competent enough to make a game; either Roblox has much worse systems, or has lost a significant chunk of its own player-base.
Now for my second point. Is LuaU as a language meant to be so hard to learn? Like I understand the very basic essentials such as loops, variables, scoping (to an extent, it's still one of the things I struggle with) and things like task.wait() but for some reason I'm still getting tripped up on things I should know.
I believe there's 3 reasons for this. I think one of my issues is I absolutely suck at debugging, and I struggle to find training material or tutorials to become better at it. I really struggle with combining slightly more complex concepts together, often it turns out I need a whole new thing that I don't think I would have ever discovered naturally, which actually leads into my last point.
My last thing I struggle with is knowing when to implement something new and what that might be. Like I might think I just need more of one type of feature or implementing it slightly different, but I struggle to find out WHY my idea doesn't work, therefore finding the missing piece that allows for me to search for whatever I'm missing.
One last thing. If it helps people understand why I might be struggling, I'm AuDHD so not only do I struggle to keep track of what I'm doing, I can also get completely lost when I thought I knew the answer to something I didn't, if that makes sense.
Any help would be greatly appreciated, thanks! :D
Hey there, I’m an older dev (made a bunch of games with pigs on GameMaker, you might even know some) who’s trying my luck with Roblox. A while ago made one game that collected 16mil visits over the years, but didn’t earn anything because of poor monetization. Had a break, now trying again and published some okay (in my eyes) projects, but they’re not connecting with Roblox audience or algorithm yet. So I’m very far from posting my Rolex in front of a Ferrari wheel on social media, but here are some things I’ve learned, that may or may not help you.
Onboard new players like they’re kids with special needs
Even if you target higher age groups. They will not read, they will run at the walls, they will jump off the map, they will not notice a huge “USE” button on the screen or items in their inventory. World beams with clear arrows, UI cutouts, finger pointers, bouncy buttons, everything goes. Don't make it overwhelming though.
Every input required from the loading screen to the actual game will lose you players
Welcome popup, unskippable intro (we still doing those, huh), team select, save slot select (why would you ever show this to new player), that fancy menu you worked so long on. For the first-time player show only what they really need. Choose other stuff for them and drop them into the game as soon as possible. Don’t believe me..?
Use Onboarding Funnel tracking via AnalyticsService
Add tracking to every onboarding step you have and you will see how many percents of players leave the game and where. If you’ve never done it, you will be very surprised with the results. In one game I show new players a single button on the screen, bouncing, with an arrow and circle cutout and 5% of the players still don’t click it (and that's okay).
You’re wasting money by not targetting ads properly
That option is “hidden” and uncomfortable to use for a reason - for you to spend more money. If you don’t split your campaigns between desktop and mobile, the results will be useless, since desktop CTR is so much different than mobile. I usually run two campaigns side by side. Don’t promote a cutesy pastel dress up games to boys. You can run a 5 credit/day campaign with platform, gender and genre targetting and get better results (better metrics for sure) compared to 10 or 15 creds/day.
500 Engaged Player requirement is not why your game is failing
That’s a cope. A game with decent metrics will get into Home Recommendations and reach that requirement in a week or two. Then kids will come and ruin your metrics, so “All Ages” is not a blessing that many think it is. From all my games that hit "All Ages" none had any CCU changes when that happened. They're not targetted to young players, so it could go differently for you.
You will get negative ratings no matter what
Certain players (especially kids on mobile) will downrate your game for all kinds of reasons. Bugs, poor performance, bad UI, obious AI usage, unusual gameplay, difficulty, etc. I think the only way to counter is to have that “like & join the group” award. Or to make a perfect game.
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I have more, but most people don’t like to read long posts and I need to focus on getting a few updates out that will hopefully get my CCU up. Let me know what you think and if you have any questions - I might answer or add more tips in the next part.
Cheers!
Been working on PLEASE REMAIN completely solo for the past few months and thought I’d finally start sharing some of it.
It’s a single player psychological horror game centered around grief, artificial intelligence, and the lengths someone might go to save the people they love.
This is very early development footage, so there’s still a lot unfinished. I’m handling the programming, environments, animation, systems, story and overall development myself. I do use free models/assets where it makes sense, but I build what I can myself and put a lot of work into modifying and integrating everything so it actually fits the game.
The video is currently silent. I haven’t started properly building the 3D audio environment yet. Sound is going to be a huge part of the atmosphere, and I’d rather wait until I have the right equipment and can do it properly than rush it.
The finished game will be completely free, with no in game purchases or monetization. It’s just a passion project I want people to experience.
Would genuinely love to hear what people think so far.
So I was playing this game ”pls donate” where we have to stand on stall and people donate us I changed 3 servers and got donations every time. So is it possible to create game like that but bit interesting but in that game we were just standing beside stall but what if we made it little interesting.
Hello Everyone! Hi! Hello! Greetings! Salutations!
I’m currently working on a ASYM Roblox game including some of Roblox’s Forgotten Myths as killers!
(Still deciding the roblox name..)
Our current roster is.. well.. only G0Z, but I need YOUR help choosing the next killer!
But of course: I have rules.
This cannot be a “fake” myths / ARG:
Example: Flowers, Rochas, JXDX1, etc.
These will be uncommon, old myths, not remembered ones like: Guest 666, Noli, John Doe, Etc.
And last but not least: be creative! I wanna see some movesets for your myth ideas!
If you need help finding some, go to the myth community page for all the myths!
https://mythcommunity.miraheze.org/wiki/Myth\_Community\_Wiki
Has anyone bought a template from here their games look really good just looking for advice
Cheaters on roblox are soo annoying, especially the ones that are destructive. And as a developer myself, i made a solution.
Meet Threshold. A new and modern anti-cheat for roblox that uses insanely advanced movement detection systems that doesnt trigger on lag and most importantly, the best server protection you can get out there. Let's say there is an advanced cheater that is trying to spoof your remote events. Now that is normally destructive for the server, it can give the player gamepasses, certain game features and ruin the game for everyone else
Have a look, i mean who am i to judge?
https://builtbybit.com/resources/threshold-server-side-exploit-defense.120257/
Hey, solo dev here.
I'm making a co-op zombie wave defense game - you shoot, and between waves you build traps to funnel the horde. It's in beta.
Being honest about why I'm posting: people join and leave really fast and ccu is 0 and ad is not good enough. My gut says the problem is the first minute, not the gameplay itself, and I'd rather hear what's actually wrong than keep guessing on my own.
The clip is 1 minute of normal play. Stuff I'd really like your take on:
Not asking for plays, just feedback. Roast it if you need to.
Unpaid -I'm not hiring. Tagging as required by the rules. Just after quick first-impression reactions, no obligation.
Hello my name is Yahya im an UI designer im trying to look for anyone who is insterested in my
skills . i ve worked for 6 people all of them gave me a good review i have 1 year of experience .
i will take either 40 or 50 percent upfront for every work which we will be discussing if you hire me
user : warlock444342
Hey everyone!
I have an idea: what if we build a small team of passionate people and create a genuinely great game together?
I'm looking for people interested in:
We don't need to have the perfect idea right now. We can come together, brainstorm different ideas, choose the best one, and actually build it together.
The goal is to create something fun and polished—not just talk about making a game and then abandon it after a week 😅
If you're interested, comment what you do, what skills you have, and what kind of games you'd love to build. Maybe we can put together an awesome team! 🚀🎮
Hi everyone! 👋 I’m a beginner Roblox developer looking for skilled specialists to help implement game mechanics, build the map, and handle the rest. The game already has plenty of features and a beta map—though the map lacks many noticeable visual elements, making the whole thing look a bit rough. As a developer with limited scripting skills, I realize that working solo would take me another year to finish this. So, if you’re genuinely interested in the concept, let’s chat; you can get a feel for the idea and decide if you’d like to work on it. Since I’m just starting out, I can’t say for sure if the game is "good" or "bad"—to me, it’s simply unfinished. I’ve built several levels and numerous systems—ranging from basic to more complex ones—that are already in use or planned for the game. I’m posting this out of a bit of desperation, as I’m making a lot of mistakes due to my lack of experience. Thanks for reading, everyone—I’m heading off now, so don’t expect an immediate reply from me. Good luck to all!
I’m not completely sure whether this is the correct place to ask. I’m currently looking for experienced Roblox developers who would be willing to share advice and insights about game growth and advertising.
My main goal is to learn the most cost-effective ways to promote a Roblox game and get the maximum possible return from a limited advertising budget. I’m interested in strategies, common mistakes to avoid, and recommendations based on real experience rather than theory.
If anyone is willing to help, I’d be happy to provide more details about my game and discuss everything further in private messages. And I will okay with any help.
So I finally have my game idea, and I am very aware that I'm gonna need a lot of help, so I was wondering if any developers wanted to be friends, I'm not asking for free work just someone I can ask questions and have conversations about game development too
Hey everyone!
I'm relatively new to the Roblox space, but I'm an entrepreneur with a background in social media and an active business under my belt. I'm looking to invest in Roblox games and build real long-term partnerships with developers, not buy games outright, but grow them together through revenue share.
What I'm looking for: games that have just finished development or are close to it. High player counts don't matter to me,what I care about is a solid core gameplay loop and real potential to scale. I'm happy to playtest with you and work through the vision together.
What I bring to the table: a serious advertising budget I'm ready to spend, hands-on experience building my own Roblox game, and a genuine passion for game development with a lot of ideas to contribute.
If that sounds interesting, hmu or reply in comments
Here is the development update for the past 2–3 weeks on the 2014-themed classic Roblox driving game!
Let us know your thoughts and keep the feedback coming!
You can check out the Barn Find System demo video below
RCRP Barnfind Demo(YT)
Marketing has been close to zero, and the game is currently locked behind the 16+ age restriction, which obviously limits the potential audience quite a bit.
Still, after these first few days, there are already a few things I’ve learned that might help other people working on their first Roblox game.
1. Don’t blindly hire “TikTok pros” to boost your game.
There’s a good chance you’ll either get scammed or end up paying for results that don’t really matter.
If you want someone to promote your game on social media, I’d personally aim for a long-term partnership with someone who actually cares about growing the game.
Paying per video or buying random “TikTok packages” usually isn’t the way to build sustainable traffic.
2. Don’t become obsessed with CCU.
Every CCU milestone is bigger than it looks.
People throw numbers like 100, 500 or 1,000 CCU around like they’re easy to achieve, but in reality, reaching something like 500 CCU is extremely difficult without already having a strong audience or spending decent money on marketing.
You can make a great game, but Roblox isn't magically going to send thousands of players your way from day one. You still need to generate that initial traffic somehow.
3. Don’t remake everything five times trying to make it perfect.
This was probably my biggest mistake.
If your game is playable, the core systems work, and there are no major game-breaking bugs, don’t spend another week polishing one UI element or rebuilding the same feature over and over again.
Your core gameplay loop matters more than perfect UI.
Potato Simulator currently has around 50 visits with an average playtime of roughly 16 minutes.
Is that amazing? Probably not.
Is it terrible for a completely new game with almost no marketing? I don't think so.
More importantly, 16 minutes gives me something to work with. I can see where people start leaving and build future updates around extending the experience beyond those first 15–20 minutes.
Run your own social media.
Build a TikTok page around your game and/or your development journey.
TikTok is probably one of the easiest platforms to reach a Roblox audience organically without having a huge budget.
Just be prepared for a ton of hate because... well, it's TikTok.
Get as much feedback as possible.
It’s extremely easy to make a game that you enjoy.
The problem is that you're not the person who needs to play it.
Listen to what actual players say. Watch where they get confused, where they leave, what they enjoy and what they think is boring.
You don't have to implement every suggestion, but feedback is probably one of the most valuable things you can get when you're starting out.
Peak CCU: 3
Total visits: ~50
Average playtime: ~16 minutes
Marketing: Almost none
Current restriction: 16+
I've promoted games for other studios before, and considering the circumstances, I actually think these are pretty encouraging numbers for my first own Roblox game.
One thing I've noticed, though, is that the Roblox development community can sometimes feel very individualistic. You're probably going to have to figure out a lot of things yourself.
But don't let that stop you.
A game sitting at 0–3 CCU today doesn't necessarily mean it will be sitting there forever.
Keep improving it, keep testing different ways of marketing it, listen to your players, and give yourself enough attempts to actually learn what works.
Sometimes all it takes is one video, one update, or one group of players for things to start moving.
If anyone is interested, here's the first post I made about my experience building Potato Simulator:
https://www.reddit.com/r/robloxgamedev/s/CtMsxlUivk
Thanks for reading. Hopefully something here helps another new developer avoid a few of the mistakes I made.
Made this patrick 3d head^ is this any good for roblox shop?Is anyone gonna buy it?And Im ready to make such models orders for robux!
On YT there’s a video that I think all new Roblox developers should watch. Search for The story of +1 speed keyboard . It’s about the creator of the game and how he found success. It gives you a good idea on how a simple game idea can become successful and get noticed by other successful Roblox developers. I tried to post the link but the auto moderation removed my post.
So I've decided to make a solo project, and coding is by far the thing I'm worst at, I can't even make a simple running script (LIKE THIS)
local sprinting = false
local sprintspeed = 24
local walkingspeed = 16
local player = game.Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local canSprint = true
local moving = false
local Animation = script:WaitForChild("Running PLACEHOLDER")
local AnimTrack = humanoid:LoadAnimation(Animation)
--Input Began And Sprinting
game:GetService("UserInputService").InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.LeftShift then
sprinting = true
end
end)
--Input Ended and not sprinting
game:GetService("UserInputService").InputEnded:Connect(function(input)
if input.KeyCode == Enum.KeyCode.LeftShift then
sprinting = false
end
end)
-- Checking for movement
if humanoid.MoveDirection.Magnitude > 0 then
moving = true
else
moving = false
end
-- The sprint itself
while true do
task.wait(0.1)
if sprinting == true and moving == true then
humanoid.WalkSpeed = sprintspeed
Animation:Play()
else
Animation:Stop()
humanoid.WalkSpeed = walkingspeed
end
end
AND on top of that, I'm making no progress because I just don't have a singular idea of what to do, and I don't want to use AI. Any help??