Tizzy RBLX shares how his new Roblox game hit $25K/month with 13.1K CCU, focusing on game design, retention, and monetization lessons.
Ask about this video. Answers come from its transcript only — with the timestamp, so you can check them.
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Key Takeaways
- A strong core loop with simple but deep mechanics drives player engagement.
- PvP elements increase replayability by preventing the game from becoming 'solved'.
- Identifying market gaps and innovating within popular genres can lead to success.
- Retention and user engagement are more critical than immediate monetization.
- Small, focused teams can create high-quality games with good design and iteration.
What the video covers
- Tizzy RBLX made $25,000 in one month from a new Roblox game with 13.1K concurrent users (CCU).
- The game was launched two weeks ago and rapidly grew from 1K to over 13K CCU due to strong retention and engaging gameplay.
- The core gameplay loop involves rolling for pets and defending them, creating a simple yet deep mechanic.
- The game is PvP-focused, which adds replayability and unpredictability compared to PvE games with solved strategies.
- The game idea originated from Gage, who identified a market gap in the 'build to survive' genre by adding PvP and stealing mechanics.
- The team is small but skilled, including Gage, Dufalac (VFX and monetization), and Mr. Physio (models).
- Monetization is currently under-optimized, but recent updates aim to improve revenue.
- The game design emphasizes depth over complexity and uses psychological levers in monetization.
- Smaller map design and interactive elements like climbable trees improve gameplay pacing and engagement.
- The video shares transparent stats, lessons learned, and practical advice for Roblox developers.
Chapters
- 00:00Introduction and Game Stats
- 01:21Retention and Player Engagement Metrics
- 02:27Monetization Status and Updates
- 03:40Game Concept and Team Credits
- 04:55Market Analysis and Genre Overview
- 06:08Personal Role and Excitement About the Game
- 07:26Core Gameplay Loop and PvP Benefits
- 08:50Gameplay Mechanics and Replayability
- 10:43Player Feedback and Continuous Updates
- 10:59Game Design Choices and Map Adjustments
Full Transcript — Download SRT & Markdown
Speaker A
I made another $25,000 month Roblox game with 13.1K CCU. If you guys think I'm lying, I mean, bro, check this out. Refresh.
Speaker A
Sorry. 13,244. This game just ca I mean, watch my last video, dude. This game was at 1K CCU this time last week. Okay. Uh, we're just hitting back-to-back W's now. Listen, this is not to LAR. This is not to ego,
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whatever. I want to share with you guys, no gatekeeping, no fluff, all the lessons we've learned with this recent game. We just launched literally starting running, we started running ads two weeks ago, I want to say. Game's only been out for two weeks. Dude, look
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at the stats, guys. This shit's going This shit's going 100k CCU. Like, I almost guarantee it, dude. Look at the average play time. It's [ __ ] dude. It's [ __ ] 42 minutes, bro. Oh my god, dude.
Speaker A
Oh, it's like top 100th percentile. I'm so turned up about this. Okay, D1. Look at D1 for search traffic, dude. 31%.
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Home wrecks 20%. Okay, hold up. Hold up. This D7. This is not even accurate, dude. Watch this. Watch this. Look at this [ __ ] If I go retention again, again, not to ego. I'm just like genuinely stoked on this game and I'm
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excited even more so to share you the lessons with you guys. So, like, look at this, dude. Look at this. If I go, let's do Yeah. Yeah. Yeah. Let's do last 28 days. Let me show you my home wreck
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retention cohort. Dude, this is more so what our D7 looks like. 2.93, 2.01, 3.45. I mean, I mean, dude, it was 3.45 with 9% D1. Like, dude, dude, this D7 is about to be like 4%, bro. I'm I'm not even trying to
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glaze myself or my team, but like I'm stoked on the stoked on this game and I want to share with you guys the lessons cuz yes, dude, it's under monetized.
Speaker A
We're working on monetization, but the hardest part in my opinion is to get a game that has a sticky loop and great retention. And that's what we've done here. And before we get into like game design choices and all the things that
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we've done for this game, um I do want to talk about a few things.
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Of course, you know, this is how much revenue it's making. I mean, I'll show you guys just transparently. It's way undermonetized.
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We do need to monetize this [ __ ] better. We just made a huge mono update like literally two days ago. So, this is how much rev right now. 25K month USD. I mean, this game is still it's on track
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to blow the [ __ ] up, dude. Like, it really is. I'm so stoked on this. So, let's get straight into it, guys. Why is this game blowing up and what can we learn from it? So, first things first, I
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want to make this crystal clear. This game idea in itself is a great game idea which did not come from my brain. Okay, I want to give all credit to the absolute cracked team that is working on this game. Specifically, Gage. Okay,
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when he came to me, this game was already two weeks into development. Most of it was already done. And of course, my boy Dufalac who has done all the VFX and helped us with monetization as well.
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So, shout out to these guys. Keep your eye on them. Um, good team. Good team, small team. Shout out to also Gage's brother, Mr. Physio, for the models. Uh, just a great team. So, I want to explain
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to you really why I think this game is popping off. I think number one, we made a lot of really good game design choices. And number two, most importantly, is this game has a really, really good foundation, which came all
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from Gage. And all credit to him. So, when me and Gage first started chatting, we all know this is this is a big genre, right? The build to survive genre. Like dude, if I just go on Creator Exchange,
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I want to share all the sauce with you guys. Like the why I truly think this game is blowing up. If I just type in build two, okay, this is like one of the most evergreen genres on Roblox. Like
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dude, look at these games. Look at all these games that are like literally clones of each other. And these have steady had like 5ku. There was this game that blew up, right? Build to survive tsunami.
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All these things. So, I think the real genius behind this game, okay, it's it's really two things honestly. It's the idea itself and it's the execution, okay? But the idea itself, all credit goes to Gage because he saw a gap in the
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market, right? All these build to games, these are all PvE, right? Build to survive tsunami, built to survive the monster. I'm sure you guys have played these games. If you haven't, go play them. In comes this game built to defend
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loot, right? And makes it PvP. There's been a few PvP games, but I don't think they've been executed the best in terms of their choices of mechanics that they chose and in terms of just like depth that the game offers. So, I think
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ultimately I think the market is starved for a successor to Stealer Brain Rod. Now, I'm not saying this is the next Stealer Brain Rot. It really could be.
Speaker A
It could not be. Who knows, dude? I'm praying that it is. But I think this market is starved for a game that has to do with stealing, has to do with building. I mean the build to survive genre it's huge right so market is a
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starving crowd huge evergreen demand for this build to blank genre okay and we all know that stealer brain rot also blew up from the stealer mechanics so I think those are the two biggest forces that created the strongest foundation
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for this game huge demand for just building games in general and proven mechanic with stealing right from stealer brain rot so I want to again shout out to Gage he released this game a while ago build and steal brain rods
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if you guys play this game, you'll see how it led to version two with build a base and steal. Okay, so this was Gage's first stab at the loop. You know, he learned all the lessons, dude. Some big
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lessons being around the game design, which we're going to get into. Um how he handled anti-cheat, monetization, a lot of things. And if you're curious my role in this project, I'm going to get into all the design choices I made as long as the
Speaker A
ones that Gage made that we made together and how this all is coming together because dude, I don't know if you guys can tell. I'm I'm stoked on this game, man. I'm just excited, bro.
Speaker A
Like, this is one of my first games that's really really blowing up. So, I think the first thing is the core loop is really really engaging. Okay, the game is just straight up fun, dude. Any anytime we were play testing with people
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on the Tizzy Town server, people were like, "This is a fun game." All right, what is the core loop? Roll for pets, defend your pets. Okay, but there's so much depth that comes from this specific mechanic. And I want to explain what I
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mean by this because I think this is a huge thing in game design is you want to have mechanics that are very simple, very intuitive, easy to understand, but there's a lot of depth that comes from them. So, you want more depth than
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complexity. Okay. Another reason is PvP makes it so no any session ever truly feels the same. This is why PvP is low-key goated. This is why Rivals is the number one earning game in my opinion.
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When you have other players that create unique scenarios for you in a PvP environment that keeps every time I log into this game, I get something new, right? That's something that PvP offers that PvE can't. If you're building to
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survive against a tsunami, dude, it's the same thing every single time, right? You learn the strategy within the first five minutes. It becomes what's called a solved strategy. Okay? What truly makes a game engaging, in my opinion, is when
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the strategy is never truly solvable. Even if you have everything unlocked in this game, people can still steal your [ __ ]. And that's a very sticky loop is I roll for rare pets, someone comes and steals it. I go back to rebuild my base,
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make it even better, add new traps, try a new layout, someone steals it again, and it's just this constant tight feedback loop of people stealing my [ __ ] and then me going to edit the base. Now, building mechanics, I mean,
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dude, Minecraft, like literally the bestselling game of all time, if I'm
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There's two, I guess you could say. Um, what's the word I'm looking for, man? There's there's two core reasons why this game has a lot of depth in my opinion. Okay, it's PvP is number one, and number two is the building mechanic.
Speaker A
And mix those together, bro. I mean, shit's cooking. Okay, like I just said, very simple, readable mechanics like building. building allows a ton of depth. Guys, look into like depth versus complexity. This is something that some of the devs have taught me a lot about
Speaker A
in the server. Uh, shout out to Blaze. Shout out to Kenzie. Like, super helpful guys that have helped explain this to me. Okay, I've already yapped about this. PvP allows for a ton of replayability. We have co-op built in.
Speaker A
So, and private servers are also free. So, this is huge, right? Because not everyone wants to engage in the PvP environment. Sometimes it can be difficult to build your base when everyone's trying to steal your [ __ ]
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So, we made private servers free. You can go build your base in private. You can invite your friends. Your friends can actually help you build your base.
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This is huge. Okay, this is really what I think makes Roblox games blow up is if the game is just so fun and good, dude.
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Kids are going to go to school. They're going to tell their friends, right, at at the sleepover, hey, let's all play this game together, right? And it becomes this organic word of mouth flywheel effect, dude. Okay, these are
Speaker A
some really good choices I think that we made that are allowing for I mean just cracked play time, dude. 42 minutes.
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Granted, yesterday was a Sunday. We'll give you guys that. It was a weekend, but I mean, dude, we've been updating this this game daily. I think all of our hard work is finally starting to pay off. Okay, so sticky game overall. What
Speaker A
do I mean by sticky? This game retains like a [ __ ] dude. And I'm going to tell you why I think it does. Okay, first things first. You know the collection fantasy. Steal a brain rot, right? Grow a garden, right? Collecting
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things. It's proven. Kids love collecting things, filling out index, okay? They get emotionally attached to their pets. When they roll a rare pet, they get [ __ ] stoked, dude. I don't know how to explain it. Okay. There's
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also something called the sunk cost fallacy. What is the sunk cost fallacy? Okay. Okay. Sunk cost fallacy describes our tendency to follow through on an endeavor if we've already invested time, effort, or money into it, whether or not
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the current cost outweighs the benefits. All right, this if I could sum up why I think this game is so sticky, I think it's this. And it comes from pet collection. Okay, some of these pets are paid via Robux, which I'm going to get
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into the monetization strategy. One of the things we did for mono I think is really, really um high IQ. Again, not toot my own horn, but I just want to share this [ __ ] with you guys because
Speaker A
you can implement it yourself. Pet collection and then building a base. So, think about you're a new player, right?
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Average play time 40 minutes, right? Average session time, I think around is 15 to 20. Imagine you spend 20 minutes of building a base, dude. Right? There's a lot of time that goes into that. Like, why does Minecraft retain so well? Well,
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you build your own world. It becomes your own thing. You're attached to it. It's like part of your identity now as a player, right? Also, we have rare blocks. You can flex on people. So sunk cost fallacy, right? Kids spend so much
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time building a base. Dude, they're of course they're more likely to come back tomorrow. They've already put so much time in some cases even Robux, real USD, real dollars into their base, okay? And of course, you know, they want to fill
Speaker A
out their index, but I think this is the biggest part, okay, in terms of retention. If you were to ask me, if you have different thoughts, I mean, let me know below. So, I mean, look at this D1,
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dude. It's still starting to pick up for Homerex, but like search traffic, more high intent traffic. Friends, 27%, search 31%. I mean, this is why I think this game is blowing up. And I think we're just seeing the beginning of it to
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be completely honest because our D7 hasn't even updated, dude. Our D7 is more around this, I would say, 4% range once the data actually populates. Okay, so again, guys, in my last video, I talked about this a lot. My last video was more
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motivational than it was tactful. I want to make this more tactful. There were so many subtle design choices in my opinion that improved D1 a ton. Okay, first things first, like we tried probably nine different tutorials. All right,
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shout out to Gage. I mean, the dude's a grinder, dude. I've never met a dev that works as hard as him. Like, I'm dead ass. We launch probably a new tutorial every day for the first week and just
Speaker A
trying to get it right. It's still needs improvement. We're still going to update it today. Okay, the issue with the tutorial we noticed is like I think our first version of the tutorial we just told them immediately to roll for a pet
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and roll for a block and we're trying to teach them too many mechanics at once.
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What I realized looking at the build to survive genre is most of these had a very simple tutorial. They always led with the most engaging mechanic first.
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So I want you to think about in your game, what's the most engaging mechanic?
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All right, I've seen this. There was a farm game that I was working on recently. I noticed that, you know, planting. You you look at grow. You look at ring farm. That's the most engaging mechanic. Plant seed, get crop, right?
Speaker A
For us, it was building most engaging mechanic. This helped with bounce rate and just like that first 30 seconds getting them doing something immediately. Also, something I noticed while studying build to defend loot is if you play that game on an alt and look
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at the tutorial, the promise of the title is delivered in the first 30 seconds of game play. And I think that's very very important. I think a lot of people miss that. So, our game is called build a base and steal. Okay, build a
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base, dude. First 10 seconds, we want them building immediately so they know they're in the right place. Okay.
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Now, another thing we noticed while doing onboarding is most kids didn't know it's a PvP game right away, right? Build a base in steel. Steel could mean so many different things. Could signal PvE, could signal a lot of different things.
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So, we changed the first step. I know I was just talking about how, you know, we have them engage with building, but the actual first step in our tutorial is to lock your base. Okay. Immediately, just psychologically, that that tells the
Speaker A
player, hey, there's a threat. There's a reason you have to lock your base. Again, I've talked about this in previous videos. Kids understand the concept of locking a base. Mechanics proven. It's in so many games like Stealer Brain Rod, right? First step,
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lock your base. Okay, it sets kind of this tone like there is someone that's coming to wreck your base. Okay, this is a PvP game. And we signaled that through just little actions without describing through a textbased tutorial. Textbased
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tutorials are awful in my opinion. There's so much research showing that textbased tutorials, kids don't read it.
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Okay. Immediately they understand I'm blocking my base cuz something's going to happen. Opens that curiosity loop, right? Someone's going to come steal my stuff. Okay. And we end the tutorial on buy a bat. Okay. Lock base. Go build
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stuff. This is how you earn money from pets. And then buy a bat. Okay.
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Something we're also going to do for the gear is we're going to give them even more gear to start off with. All right.
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So, so many iterations of the tutorial, dude. Launching a new one daily. Looking at funnel stats. I mean, just grinding this game, dude. some days 12 hour days.
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I'm not even going to lie. If you talk to Gage, he can attest. The first version of the Roller didn't tease what's to come. So, if you guys actually play this game, you'll know what I'm talking about. The way we had the RNG
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originally designed was for like an an AFK game. And I I want to dispel some common myths because a lot of people will look at a mechanic and how it's used in a specific genre and think, let me just copy that. And that's what we
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did initially. We saw slime RNG. We saw there was auto roll. We're like, "Okay, yeah, obviously we're going to have auto roll. That's how it works." But as we started to learn more about our player base, we're like, "Dude, this is this is
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not an AFK game, right? Your base is unlocked. People are going to come steal your stuff. You can't just have an auto roller." The auto roller messed up our economy because kids were unlocking pets and blocks too fast. If you don't know
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what I'm talking about, you just got to play the game. Kids were unlocking pets and blocks too fast. Dude, in the beginning when we first launched this, some kids were getting endgame content within three hours of grinding. Okay, so a few things
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we did. We removed auto rolling. Okay, there's also an incremental upgrade board, which I talked about in previous videos if you go watch those. One of the upgrades was increase roll speed. Okay, completely removed that, completely remove auto roll. And the way the roller
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actually functioned was if you had low luck, the roller would only show previews of animals silhouettes that were either common or uncommon. And this wasn't creating enough curiosity for the player in my opinion. So, what we did is
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we had it purposely set up so the first time you click a roll, you will see it flash by super cool looking pets like a dragon, a freaking dinosaur. So, you're being teased of what is possible to unlock. The progression path is being
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teased because initially when we first launched this mechanic, it was literally just rolling by commons and uncommons.
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Okay, so look at our PCR before it, bro. 3% this is blended across our entire audience. Our PCR is actually 2% right now for USA audience but this is blended across we have some Russian players etc etc right but from.3%
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to 75 more than doubled our PCR by changing how the rolling works leveraging buying psychology from mono okay this is how you should think about your monetization it's all about the timing and placement in the psychological levers that you're pulling
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at the exact right time. Okay, so before again auto roll, all pets were free.
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There was no teasing of what's to come. After remove auto roll, pets now cost cash in-game currency. Can't afford it?
Speaker A
Spend Robux, dude. I don't know what to tell you. We saw this mechanic in another game and decided to copy it. Not one for one, like we did change quite a bit about it. So maybe this is decided
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to be inspired by it. Okay, but this literally came from me just scrolling my homepage just playing games, dude. And I saw how they set up their rolling mechanic. I went to Gage.
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I was like, "Bro, we should set up like this." Dude, PCR exploded. Okay, now to wrap this up because this is a lot of yap. Sorry, I'm just really stoked on this game. A lot of more design choices.
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When Gage first brought this game to me, it was a really big map. There was water. There was boats. You had to take boats to go steal people's stuff. it was just not, you know, fast enough gameplay. So, we decided a smaller map.
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Okay. We removed increase roll speed. That was a design choice because we realized this was absolutely destroying our economy, dude. So, completely remove that. Also, the upgrade board, and if you play the game, you'll know what I'm talking about. Now costs Robux when you
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can't afford it. In our game, you can spend in-game cash to basically increase your luck, right? Your chances of rolling a rare block or roll pet or a rare pet, right? And previously, like if you couldn't afford it, you just got to
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save up in-game cash. Now, if you can't afford it, it shows the option to just straight up buy it for Robux. So, this is a great Robux cash sync right here.
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Dufax idea again, keep an eye on that guy. He is up next, bro. Goed team. Goed team. Center Island. Okay, this was again a design choice for level design.
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I love level design, dude. I think a lot of designers don't utilize level design enough to create interesting gameplay.
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If you play our game, you'll see our center island allows for things that spice up gameplay. So, like eventually what we're going to do is right now it's like trees you can climb with vines and it it adds to that like when you're
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stealing a pet, you can juke people, climb up vines and all that [ __ ] But eventually like we'll change the biomes every 15 minutes or so. So, we'll have bouncy mushrooms, like we have an event where an admin tower spawns and it's an
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obby in the center of the map and you have to climb to the top of the tower to get even rare pets, right? And just using level design to spice up juking.
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This is something that stealer brain rot couldn't do. Okay, but we have this center island that just gives so much opportunity to create new forms of gameplay and how you juke and actually how you actually steal the pets. So,
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again, to wrap this up, like we had to nerf the economy several times. It took a lot of grinding. Dude, this is only the beginning. I'm so stoked on this game. And one more thing I do want to do
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before we sign off here. This is probably my longest video yet cuz I mean, bro, I'm stoked on it. How could I not share this with you guys? So, look at this. If I go to wins here, guy hits
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his first 58 CCU. Okay, 842, 1K. I mean, dude, Tizzy Town is goated. First three players, 87. And this guy's stats cracked. 2K 184 all green stats. This guy 1.35K.
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Dude, I'm just so excited for you guys, man. Here's me, right? The game was at 9K yesterday. 1.6K, 321, 417, 5K, 100, 3K, green stats, 38K, 43, 130, 78. Dude, I could go through all day. 277 1K 18K 198 4,000 38 This is
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a free server by the way. So join up. Join up. Pin comment. 200 I mean 7.8K Venny 3K 672K 300. I could go all day. This is this is Saturday for me. I had two games at over 5K CCU. I got to get I got to hop in
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there too, right? It's wins for all of us. I mean, 200, 2K, 1K, 1K. Devs of all different skill levels, experiences, just crushing in here, man. And all boats rise when the tide rises, man.
Speaker A
Tizzy Town, guys, I love you. Shout out to all you. I wish I could go through here and spend 10 minutes and and go through each one, but just want to give you guys a shout out because everyone's
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crushing. Super proud of everyone. And yeah, that's it, guys. Hope you got value from this video. Peace and love.
Topics:Roblox game developmentRoblox monetizationgame designPvP gameplaybuild to survive genreplayer retentionTizzy RBLXgame revenueindie game devRoblox CCU











