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I Made 3 Viral Roblox Games in a Row (Here's What I Wish I Knew Sooner)

Tizzy RBLX shares lessons learned from making 3 viral Roblox games, focusing on onboarding, game design, and sustaining revenue.

Key Takeaways

  • Onboarding must be simple, frictionless, and focused on the core loop to retain players early on.
  • Contextual tutorials improve player learning by delivering information when it is most relevant.
  • Transparency about game performance and revenue helps set realistic expectations for developers.
  • Using data-driven approaches is essential to identify issues and optimize gameplay progression.
  • Sustaining long-term revenue requires moving beyond short-lived simulator games and improving game longevity.

What the video covers

  • Tizzy RBLX discusses lessons learned from creating three viral Roblox games: Hack a Business, Build a Base and Steel, and Raise Anomaly.
  • He emphasizes the importance of detailed onboarding processes to reduce player drop-off, especially in the first 90 seconds.
  • The video highlights the need for frictionless onboarding, such as auto-equipping items and contextual tutorials.
  • Tizzy shares revenue insights, revealing transparency about the game's earnings and challenges sustaining long-term revenue.
  • He explains the concept of contextual tutorials that trigger based on player progress rather than overwhelming players initially.
  • The core gameplay loop should be introduced simply and players should be allowed to explore before teaching advanced mechanics.
  • Tizzy reflects on mistakes like misleading game titles and progression walls that hinder player retention.
  • He stresses the value of using both qualitative and quantitative data to identify and fix bottlenecks in game design.
  • Team management and quality of assets are discussed as critical factors impacting game development success.
  • The video combines personal experience with actionable advice for aspiring Roblox developers aiming to create viral games.

Answers

Questions about this video

What is the main lesson about onboarding in Roblox games from this video?

The main lesson is to keep onboarding simple and frictionless, focusing on the core gameplay loop and using contextual tutorials to teach players gradually rather than overwhelming them at the start.

Why does Tizzy RBLX suggest moving away from simulator games?

He finds simulator games hard to sustain long-term revenue with, as they tend to go viral briefly but then quickly lose active players, making it difficult to support a family solely from these games.

How does Tizzy RBLX recommend using data to improve game design?

He recommends tracking every step in the onboarding funnel, using both qualitative and quantitative data to identify bottlenecks, and testing changes on alternate accounts to validate improvements.

Full Transcript — Download SRT & Markdown

00:00
Speaker A
This video is called "I made three viral Roblox games in a row, and here's what I wish I knew sooner." Guys, most of my videos, you know, we're celebrating wins. But in this video, I want to go over all of the lessons I've learned,
00:13
Speaker A
the mistakes I've made, the failures for one of my games, which I'm going to get into. That way, you guys don't have to make these mistakes yourself. If you're new here, I mean, just look at my channel. Here's proof. Each of these
00:26
Speaker A
videos, I go over three different games. We have Hack a Business, Build a Base and Steel, and Raise Anomaly. Those are my three previous releases that went viral. Okay, now without further ado, let's just [ __ ] dive in, man. We got
00:40
Speaker A
a lot to go over today. I got screenshots. I got a lot of validated data. I just want to chop this up with you guys. All right, let's start here.
00:47
Speaker A
Okay, lesson number one, details matter a lot, especially for onboarding. You can see our game Raise Anomaly. It went viral around last month. You know, Kais played it, Fulton played it, etc., etc. I want to be crystal clear about something. All
01:01
Speaker A
right, time to be radically transparent. You guys see this title here. I made another $44,000 month Roblox game. This revenue screenshot was taken on a Monday after we had weekend revenue and I extrapolated it out. I did expect the
01:20
Speaker A
game to make around 40 grand. Full transparency though, the game is now pretty much dead. You can see 235 CCU and here's how much total USD it's made accounting for DevEx rates. So around 10 to 12 grand short from what my video
01:37
Speaker A
title said. But that's just radical transparency. And also I'm moving away from simulators for this reason because I just can't [ __ ] sustain a family by making games that only survive for a month. So that's a whole different story
01:49
Speaker A
for a different day. But if you are trying to, you know, make a nice little bag here, this video is gonna be perfect for you, dude. I'm gonna break down. Now that this game's dead, I can like finally like go back and show you guys
02:00
Speaker A
everything. It's hard for me to make videos because you guys just copy my [ __ ] when the game's actively popping off. But now that it's dead, good news for you. I can share everything I've learned along the way. So, lessons
02:11
Speaker A
learned from onboarding. Let's take a look at our onboarding funnel here. All right, here's the biggest thing. Okay, first things first. I've said this in previous videos, but if you're new, I'm going to reiterate here. You want to
02:24
Speaker A
track every single little step in your onboarding. You can see first step is always join. Okay, then we have steal the egg, enter safe zone, return to plot, equip egg, place egg, hatch egg.
02:34
Speaker A
All right, biggest drop off is steal the egg. Reason being, our title was misleading. I actually wish that we took this game's core loop a different direction. I think it was kind of a copout for us to go the steal the egg
02:48
Speaker A
route. I think there's a lot of potential with this fantasy of Raise Anomaly. But again, lessons learned, right? Lessons learned. Another huge thing when it comes to onboarding, guys, especially for these simulators, okay, we noticed previously there was a drop
03:03
Speaker A
off with like even just equipping the egg and the hot bar. You guys need to understand for the first 90 seconds, you want to create a frictionless experience. Okay? So forcing the player to actually equip the egg in their hot
03:16
Speaker A
bar creates friction. If you look at steal an egg, you look at the biggest egg games. When the player actually brings that egg over the finish line, okay, into the safe zone. A lot of those games that are crushing it will have the
03:30
Speaker A
player auto-equip the egg, meaning they don't have to go into their hot bar to actually select and equip the egg. All right, that's very minor, but these little things add up for a frictionless experience for the first 90 seconds. We
03:42
Speaker A
did the same thing with food. Okay, big lesson we learned with onboarding is, you know, previously our onboarding was player goes to steal egg, they bring it back to the safe zone. Okay, they hatch the egg, they go to the food shop, get
03:57
Speaker A
food, feed food to anomaly, and then go to treadmill. It was too much friction.
04:01
Speaker A
Why? Because we don't need to teach the player where food comes from until they contextually need to understand where food comes from. Let me give you an example. What we did to change onboarding is player brings the anomaly,
04:18
Speaker A
you know, back to their plot via the egg, hatches the egg. We put food already in their inventory. A lot of big games do this, okay? Food is already in their inventory and when they get to that actual feed
04:31
Speaker A
the anomaly step, they don't have to go to the shop to buy food. And we teach where food comes from the moment they run out of food. This is called contextual tutorial. Okay? So, what would happen is, and man, I mean, this
04:45
Speaker A
video might be [ __ ] long because I'm explaining in detail all this [ __ ] but what would happen is the player has three hamburgers in their hot bar, right? Once they run out of those three
04:54
Speaker A
hamburgers, that's when we then teach them, hey, go to the food shop. This is where food comes from. Okay? A player could theoretically just feed the anomaly once, one hamburger, and not learn where food comes from until 5
05:09
Speaker A
minutes into the session when they finally run out of food. You get what I'm saying? All right. Another thing we did during onboarding is, you know, in our game, when you feed the anomaly, it gets bigger. But for that first feed, we
05:21
Speaker A
intentionally made that first feed be a big wow moment. So you feed the anomaly and it gets like five times the size, right? It gets five times bigger than it normally would in the regular game just to kind of teach that wow moment. This
05:33
Speaker A
is the core loop. Okay? And feeding this thing makes it big. Another thing I learned is introduce them to the core loop and set them free immediately.
05:42
Speaker A
Right? In the beginning when we were doing onboarding for this game, we were just trying to do too much, bro. We were trying to teach them where food comes from. We're trying to teach them, you know, how to upgrade their treadmill,
05:51
Speaker A
how to upgrade their plot, how to get trails, it was just too much. And another big thing I learned is you don't want to context switch too fast. Okay, what I mean by that is if you just taught the player, you know, where
06:05
Speaker A
anomalies come from, let them go steal another egg before you're like, "Hey, here's how to buy this and here's how to buy this and here's how to buy this." This is a big thing I see when reviewing games is you guys will just spam these
06:16
Speaker A
players with just too much at once. Like teach them the core loop. Here's how to get the thing. Here's how to get money from the thing. And here's how you can progress to go get more things. Okay, that's literally it. And then you can
06:29
Speaker A
fire contextual tutorials. What's a contextual tutorial? Contextual tutorial is basically like a mini tutorial that you can fire, you know, five or 10 minutes into the session. You don't have to bombard them with everything all at once in the beginning of the session,
06:44
Speaker A
bro. Okay. The way we would do this is basically we would have a trigger in the back end where it'd be like player reaches let's say 1K cash equals fire contextual tutorial teaching you know where to buy trails. Okay. Another
07:02
Speaker A
example is first time player reaches max plot capacity. Okay. Equals teach how to upgrade plot.
07:12
Speaker A
All right, so what we would do is like the first time they go to place an anomaly when their plot's already full, that's when we would then teach them how to upgrade your plot. Okay, that's what a contextual tutorial is, guys. And you
07:23
Speaker A
should use them more often than not for actual onboarding. The first 90 seconds, keep it super short, quick, and easy, and just let them engage. Don't spam them with arrows and go here and do this and upgrade this and upgrade this and
07:35
Speaker A
also upgrade this. It's like if you teach them in this example how to upgrade a treadmill, let them feel that upgrade first before teaching them another upgrade that they h
07:51
Speaker A
let's keep going because we got a lot to go over here. Okay, number two. And this is like the biggest thing I've seen requested in my server. Do not wing it with progression. Big mistake we made with this game. Let me show you guys
08:03
Speaker A
something. Okay, look at our [ __ ] D1, bro. When we first launched this game, this is home wreck D1. Okay, this is atrocious, dude. 6% 8% 7%. Look at our D1 after we overhauled progression.
08:19
Speaker A
Okay, now this is going to get into balancing because everyone's like, "How do you actually balance a game?" Guys, am I the perfect guy to ask when it comes to balancing? No. But I use the same mental model I've taught in all my
08:31
Speaker A
videos, which is looking at qualitative and quantitative data to come up with a hypothesis on how to improve a bottleneck in the game. And we had a huge progression wall for the first 5 to 10 minutes. Okay? And this is my fault.
08:46
Speaker A
I made the mistake by not playing my own game on a fresh alt account. Okay? I kept testing the game on my account that I already had stuff progressed. I already had treadmills unlocked. I already had [ __ ] unlocked and I made the
09:00
Speaker A
mistake when we launched by not playing the game on a fresh alt account. Guys, when I play a game, okay, and I'm testing progression, let me just zoom this [ __ ] out.
09:12
Speaker A
This is what I'll do, right? I'll be like, "Okay, minute one, okay, first treadmill unlock. Okay, uh min five, right? [ __ ] zone three reached. Okay, min six, you know, first trail unlocked.
09:28
Speaker A
And that's what I'll do. I'll take note of that. Okay, so I'll play it myself.
09:33
Speaker A
I'll also give it to testers, which I'm going to get into. Okay, but this is this was the problem with the game. We had a huge progression wall around minute 10 in the user's first session.
09:45
Speaker A
So, how did I actually solve this? Because like look at this. This D1 was [ __ ] right? Absolutely [ __ ] And then after this, I think it peaked at around like 16%. So it just started going up because that first 5 to 10
09:55
Speaker A
minutes there was just too it was like a downward spiral of progression while it's like it was too hard to progress to the next zone. The treadmills were too expensive and they didn't know how to upgrade their plot. So they were just
10:05
Speaker A
stuck. Okay. So I found that by first testing on an alt account and then using qualitative and quantitative data. What is quantitative data? Quantitative data is just numbers, bro. So what I highly recommend and shout out to scripted Eli.
10:18
Speaker A
He's the goat, you know, one of my programmers. just absolutely cracked. Okay, follow him on Twitter. Check out my Twitter. You can see I yap about him all the time. Anyways, what he did is he set up funnels for us for progression.
10:30
Speaker A
Okay, I actually had never done this in my previous games. I was always just focused on the first-time user experience, right? Onboarding, but we started tracking actual, you know, progression milestones. Okay, when did they buy the first treadmill? when they
10:42
Speaker A
buy the second treadmill. You can see and this this screenshot was taken around the same time when progression was [ __ ] is dude only around 60% of people purchased their first treadmill.
10:56
Speaker A
Okay, so it's like either it's confusing on how to purchase a treadmill or we're not introducing at the right time or the first treadmill is too expensive. So we made the first treadmill cheaper. After that it just got progressively worse.
11:06
Speaker A
like the second, third, fourth, fifth, sixth, seventh, eighth treadmills were just like too expensive. Okay, more specifically the early game. All right, and then look at this, bro. Only 26% of players were upgrading their plot. So again, the first plot upgrade was too
11:24
Speaker A
expensive and they didn't know how to do it. So you want to track [ __ ] everything, bro. Everything. This is really good data to look at. Okay, so now I have two points of data. I have, you know, my own personal anecdote like
11:37
Speaker A
testing the game. I felt a progression wall. I'm actually looking at data here. I can see that players are reaching a progression wall. Okay? And then what I do personally, this is a hack, is I will have my testers go and make an entire
11:50
Speaker A
[ __ ] document. You can see this treadmill one, he unlock, it cost him 1K. He unlocked it at 45 seconds. Zone one. Okay, he has 1k speed. He got to zone one in 50 seconds. And then he
12:01
Speaker A
takes note. SCP hits me even when I have the required speed plus a little more.
12:04
Speaker A
Okay, that's a [ __ ] problem because he can't even progress. The thing's too fast. We had to nerf that several times.
12:10
Speaker A
Zone 2 10k speed, 5 minutes, 40. So he'll go and note all of this. I'll usually get like two or three guys to do this. And I'll pay them, you know, anywhere from, you know, a,000 to 2,000 Robux to just grind the game for like
12:24
Speaker A
three [ __ ] hours and make a big ass document like this. And then I'll feed all of this [ __ ] to GPT. I'll be like, "Hey, GPT, here's our reference game.
12:32
Speaker A
It's called Steal an Egg. Study how that progression works. Here's all of our data." Okay? I'll send it all this screenshots. And then I'll give it this all of this information that my testers laid out for me. And I'll just be like,
12:43
Speaker A
"All right, let's brainstorm. How do we [ __ ] balance this game?" Okay? And that's what we did. We fixed early game.
12:48
Speaker A
And then we had an issue with mid to late game, and we had to smooth that over. And it's just like a continuous thing. Looking back, I wish I did this like before we launched because we were on Home Wreck, which is like absolutely
12:59
Speaker A
cooked D1 for about a week or two, not two weeks. It was definitely like a week and it was just like [ __ ] us. I think the game would have scaled and hit a much higher peak. I think its all-time
13:08
Speaker A
peak was around 20k CCU during admin abuse, by the way, if you guys are curious. But yeah, man. Progression. How do you actually do it? Um, track everything, every single progression milestone. If you know a user in your
13:21
Speaker A
game purchases treadmills or it's like a pickaxe or whatever the [ __ ] it is, whatever is that core thing that allows them to progress, track every single milestone for that and then have your play testers go in there, pay them, you
13:32
Speaker A
know, some Robux and be like, "Here is the format that I want you to follow and just, you know, grind the game for three hours and tell me when you start feeling like you're getting stuck." Okay? And that's that's how I do progression. Is
13:44
Speaker A
it the best way? I don't [ __ ] know, man. There's probably some dude out there, some dev that knows like calculus that uses spreadsheets and and raw math to calculate this [ __ ] That's that's not how I do it, okay? I try to use
13:55
Speaker A
several different data sources. Anyways, moving on. Launch with good mono from the start. Don't neglect it. Okay, New Fizzy actually taught me this recently in the server and I'm I'm starting to realize this and this is what we're
14:06
Speaker A
doing for our next game. And like I said, guys, I'm I'm getting out of the sim market. It's just like it's it's [ __ ] with AI. I'll make a separate video about it. You can still definitely make a bag from it. like it's definitely
14:15
Speaker A
still a good time to make a back from it. But are these games going to, you know, pay the bills for years on end?
14:20
Speaker A
Probably not, unless you have the next Steel and Egg. So, that's just my personal opinion, but let's let's get into this launch with a good mono from the start because our game the issue with our game is I mean, we had dev
14:30
Speaker A
products similar to Steel and Egg. I'll just call it what it is, right? Player goes on the treadmill, they can purchase their speed upgrades, right? They have speed multiplier. You can see here, this is all of our bestselling products from
14:40
Speaker A
the past 29 days. And where I [ __ ] up is I launched limiteds way too late. We didn't have those whale products soon enough. Okay, you can see this is now our second bestselling product. It's literally just, hey, here's this
14:52
Speaker A
character. It's a Locust. We have a thousand of them in stock. The scarcity is real. It's not like we just like restock them all the time. And it's for a,000 Robux. You can see it's making us good money, right? But we launched with
15:04
Speaker A
this probably like two weeks into the game being live and added some more products for whales like the admin treadmill. And listen, listen, take this [ __ ] with a grain of salt, okay? Cuz let's look at the facts. This
15:18
Speaker A
this game has died, okay? This game has died. Most games like this die. Could the game have been stretched out a little bit more? Did some of these products potentially fry our economy?
15:30
Speaker A
Maybe. So, just keep that in mind, bro. like you don't want to make [ __ ] too OP.
15:34
Speaker A
Another regret I have with this game is selling cash packs. I think that was really stupid. I think that contributed to frying our economy. Also just spammed like good [ __ ] way too often during admin abuse. Okay. This this video is
15:45
Speaker A
just me yapping about like lessons learned. Okay. Um also, you know, something I noticed looking at our demographics, we had around the time the peak of this game around 50% of our players were female. So I wanted to
15:56
Speaker A
launch a limited that was catered towards the female audience cuz this guy's kind of scary, right? So, I added like a snake corgi for the female audience and it also sold decently well.
16:04
Speaker A
Okay, not as well as the locust, but like decent, right? And then also what we did is like we have food in our game, so I just made the most OP food more scarce because it makes sense for
16:15
Speaker A
balancing issues. And then I also jacked up the price. So, there was actual real scarcity in the game because we didn't want people to just have this OP food all the time. It would cook our economy.
16:25
Speaker A
And this ended up being our bestselling food. So, I'm not surprised. So, what's the actual mono strat? Spam consumables.
16:33
Speaker A
Okay. What's a consumable? This is like the instant hatch. This is like the uh well, yeah, instant hatch is basically the only consumable. And then you kind of want to have these um what's it called? Cheap entry-level products that
16:48
Speaker A
stack on top of each other just so the player can get over that playerto payer threshold. It's a psychological threshold. A lot of e-commerce stores will do this with something called a loss leader. Well, they'll lose money on
17:00
Speaker A
the first purchase and make money in the back end. All right, so we had, you know, the speed multiplier tier one.
17:06
Speaker A
Look at the volume, right? 61,000 sales, only five Robux, and then nine Robux, and then it's stacked from there on going up to, I think, I think tier 12.
17:16
Speaker A
Okay, then we had our consumables here, which is instant hatch. All right. If you want to have even more sauce and specifically just monetization, check out this video. I think a lot of people are new to the channel and like think
17:28
Speaker A
that I just repeat the same [ __ ] but there's a lot of good early days sauce on my channel that you guys are missing out on. Watch this video. It's really good in my opinion. I break down hack of
17:36
Speaker A
business, all the bestselling products as well. Let me show you guys our arpow. Okay, this is right around where we implemented whale syncs. Okay, Arpdow was around like I think it was like 0.9 maybe one. Implemented whale syncs.
17:50
Speaker A
Boom. Shot up to like 2.0. Okay. Started dying cuz, you know, the game started dying. And then boom, fixed some mobile UX issues with the shop. Go check our game. You'll see what I'm talking about.
18:01
Speaker A
And back up to around 2.0 arped out, which is not bad for a sim like this.
18:08
Speaker A
Okay, what's next here? Player feedback is everything. Something we did with this game that I had never previously done, which seems so stupidly obvious, is have an actual feedback proxy prompt in the game. So, we have a little
18:21
Speaker A
mailbox in the game. If you go check it out, player walks up to it, they can leave feedback. Okay, this is a field day for me because I love [ __ ] data.
18:27
Speaker A
Right now, I can see even more feedback. Okay, so that's the first thing. You can also like summarize here, guys. If you go here, you'll see full report. Very valuable. like AI will summarize, you know, lag issues, inventory management,
18:41
Speaker A
game balance. Okay, and this is another thing that I'm doing with my new game that I wish I did sooner is have a dedicated group of testers before you launch. Okay, the issue with this game is we kind of launched it and then we
18:52
Speaker A
started like patching daily after it was already live in Algo. And I think it kind of bit us in the ass. Honestly, I wish we had testers go in there and find all these bugs before we launched. So
19:04
Speaker A
keep that in mind. And also, you're always going to want to have a dedicated test place, okay, that's published to Roblox, so you can test on live Roblox, not Studio, because there's going to be bugs on live Roblox that don't show up
19:19
Speaker A
in Studio, bro. Another thing to note, guys, if you make good games and you treat people well, testers will follow you through all your games. Like, we have the same testers follow us throughout our games, and they just love
19:29
Speaker A
us and we love them. Shout out to them. And testers are how we found major game-breaking things that were just frying our economy. Like one of our testers is a sweat and he just spammed like the best toy ever and got like one
19:44
Speaker A
quadrillion freaking uh in-game cash and just like climbed to the leading leaderboard way too fast. So shout out to that tester.
19:52
Speaker A
So fifth and final thing here. You are responsible for the final outcome of the product. What do I mean by product?
20:02
Speaker A
Talking about your game, bro. Okay, if your team sucks, it's your [ __ ] fault. Take ownership. Suck it up, buddy. Huge issue with this game. Okay, huge issue with this game. We chewed through probably, I [ __ ] you not, this
20:16
Speaker A
is not even an exaggeration, probably eight different modelers for this game. Okay, here's where I [ __ ] up as the project manager, producer slashgame owner, whatever you want to [ __ ] call me. Okay. Is I contracted these modelers
20:31
Speaker A
and I just told them, "Hey, here's like a loose idea. We kind of want plushy style for anomalies and yeah, cook up whatever comes to your mind. Full creative freedom." The result was we have three different art styles. We
20:42
Speaker A
didn't even use these models. I paid $800 for these models from two modelers that I found out later were completely using AI and just were terribly rigged.
20:52
Speaker A
Animations were cooked. It was just [ __ ] dude. So, $800 down the drain, right? this modeler, great art style. We loved it, you know. Then my third modeler here was just kind of doing his own thing. And this is my fault, okay?
21:03
Speaker A
This is completely my fault because I let the modelers come up with their own art style. The result was three different art styles, bro. So guys, use AI to give references from the start.
21:15
Speaker A
Okay? If you have a talented team member that's not delivering the outcome you want, usually it's because you're not communicating clearly enough exactly what you want. You need to use AI. Take some time to give them clear references.
21:29
Speaker A
Okay? If they're good, they will get it done. Here's another lesson. Hire fast, but fire faster. Issue I had early days with this game. We had an entire map way to scrap. I wasted $300. I mean, this [ __ ] happens to me all the time because
21:42
Speaker A
I hire someone, I think they can do the job, and then it ends up they can't do the job. I just got to get them out of the [ __ ] team. Okay, so here's an example. You know, one of my modelers
21:50
Speaker A
said they'd have 25 models done by X time. Let's say they're like, "Hey, by Wednesday, next week, I'm going to have 25 models done." Wednesday arrives, they have four models done. I'm like, "Bro, I'm on a time crunch. This is a trend
22:00
Speaker A
game. I need this game launched by end of week." Like, this happened several times, several broken promises. Where I [ __ ] up as a leader is I just let him get away with it. Okay? And if your team
22:10
Speaker A
fails, it's your fault. So, I had to let this guy go. All right? Because he just could not keep up with the pace and the workload. And and that's my fault. I think I put too much on him. Okay? Okay.
22:21
Speaker A
I was asking him to create unique characters in a compressed time window when he was just not the guy for the job. It doesn't mean he's not talented.
22:29
Speaker A
It just means like it was too much for him specifically at the time. He had a lot on his plate, right? So, I need to recognize that and just like peacefully let it be. Hey, bro. I'll pay you for
22:37
Speaker A
the models. Thanks for your work. Boom. Let's cut it here. Lessons from management. Give your art style guide from the [ __ ] start or you're going to get three different art styles and it's going to be a major bottleneck for
22:50
Speaker A
you. Do not settle for mediocrity, bro. [laughter] We had this kid that I hired for a map.
22:57
Speaker A
And you know, he's saying, "Yeah, you know, I'll get the map done." I was like, "Bro, you really need to like get on this. Like, what are you doing?
23:03
Speaker A
You're lacking." He's like, "I have a test I have to study for Monday." He sends me a video of the map, bro. You know, showing off the work he's done.
23:10
Speaker A
And I could hear him [ __ ] playing Roblox in the background of his video.
23:15
Speaker A
Right then and there. I'm like, "Yeah, it's raps, dude. It's raps." Like, "No integrity. You're making [ __ ] up. You're making up excuses. You know, kid was a young kid, so do not settle for mediocrity. Fired him. Boom. Got a new
23:25
Speaker A
builder in there. Right? One bad seed, guys, can poison your entire team's culture. Okay? This same kid was like giving weird feedback to other team members, you know, kind of like teasing them, saying weird [ __ ] about their
23:40
Speaker A
their work, and then just kind of like moaning and groaning and be like, "Oh, I don't want to do this. Can I have an extension on this?" And blah blah blah.
23:46
Speaker A
And I'm just like, "Hey, bro. Like, I don't want to deal with this. It's wraps. Let me pay you for what you've done. Get the [ __ ] out of here. Okay.
23:52
Speaker A
All love, but like we're this team is a players. We move fast. And if you're in here complaining, it brings down the vibe of the entire team. And this is your fault as a leader for your studio.
24:03
Speaker A
Whatever you run in here, you can't settle for that [ __ ] dude. Okay? If I showed you guys the map he built, I mean, it's it's it's night and day from the new builder we hired. Got a new
24:11
Speaker A
builder on Fall Too Deep. Shout out to him, bro. Cooked up an exceptional [ __ ] map. I mean, just look at the game within like two days. No excuses, right? So, that's it for this video, guys. This is all of the things I wish I
24:25
Speaker A
knew sooner. Kind of sharing all the lessons for Raise Anomaly. We got a new game coming out, FPS game that we've been working on for almost 6 months now.
24:32
Speaker A
Super stoked. Should be releasing this Saturday. If you're curious, maybe we'll play test it in the Tizzy Town server.
24:38
Speaker A
But yeah, man. I'm moving on from Sims. It's just too much for me. Like, I'm not trying to pump out slop monthly. Rather pump out some high quality [ __ ] in in Innovate. That's That's no no shame. Use
24:48
Speaker A
slop stack cash and then work on those passion projects. Guys, you got this. Much love to y'all.
Topics:Roblox game developmentviral Roblox gamesgame onboardinggame design tipscontextual tutorialsplayer retentiongame revenuesimulator gamesgame progressionTizzy RBLX

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