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Apply this and your Roblox Game will Feel 100x Better (NO BULLSH*T)

Tap explains how Nintendo's sound design, visual feedback, and suspense mechanics can make Roblox games far more satisfying, with examples like Splatoon and Zelda.

Key Takeaways

  • Satisfying feedback through sound, visuals, and suspense is the biggest differentiator between average and popular Roblox games
  • Players need clear visual and audio confirmation that they are progressing or performing well
  • Monetization works best when it is paired with early engagement and does not gate core progression

What the video covers

  • Argues most Roblox games feel unsatisfying because they lack smooth, rewarding feedback when players accomplish something
  • Stresses that visual feedback (hit text, effects, progress indicators) is essential so players know they are improving
  • Defines fun as getting better at something and says games should make players feel they matter
  • Uses Splatoon as an example of visual and audio feedback that is satisfying without being overwhelming
  • Demonstrates how identical rocks feel completely different when hit with sound effects and particle effects
  • Introduces the 'do re mi' method: escalating pitch on repeated sound effects, such as coin collection, to make rewards feel better
  • Explains building suspense in egg-opening or chest-opening mechanics through shaking, cracking, and music before the reveal
  • Advises developers to handle sound design personally rather than relying on AI-generated sound effects
  • Transitions to monetization, arguing game passes and dev products can be sold without making progression pay-to-win
  • Recommends hooking players early, using cheap rebuyable products, limited-time starter packs, and psychology-based pricing

Answers

Questions about this video

What is the 'do re mi' method the creator describes?

It is a technique where a sound effect's pitch rises each time a player performs a repeated action, such as collecting a coin. The escalating notes make repeated rewards feel more satisfying.

Why does the creator say visual feedback matters so much?

Players need to see that they are getting better or progressing; without visual feedback, they may not realize they accomplished something, which makes the game feel dull.

How does the creator suggest building suspense in an egg-opening system?

Instead of revealing the item instantly, the egg should shake, crack in stages, and build up with music before showing the reward, which keeps players engaged.

Full Transcript — Download SRT & Markdown

00:00
Speaker A
Okay, this is the psychology behind Nintendo games and how to actually apply it to your Roblox game, okay? Nintendo is one of the biggest gaming company, if not the biggest gaming company out there in the world. Everybody watching this
00:14
Speaker A
video knows exactly what and who Nintendo is and what type of games they have made. And in my last video, somebody said my videos looked really unedited, so I got kind of pissed. So this time I'm going to actually try to
00:27
Speaker A
show you guys exactly what I mean so you can apply this to your own Roblox game and you understand exactly what I'm trying to say. Okay, let's start with this. 99% of Roblox games look like complete dog [ __ ] okay? It doesn't feel
00:42
Speaker A
smooth, it doesn't feel satisfying when you complete something, and that is exactly what a lot of Roblox games are lacking. One thing Nintendo does really well is sound effects, you know, sound design, all that, VFX, and visual feedback. And all these metrics really
01:00
Speaker A
do matter when you're trying to make a Roblox game or any game in general. One thing that nobody talks about, and I'm [ __ ] pissed that nobody talks about this, is the visual feedback in your game. I need to If I'm a player, right,
01:13
Speaker A
I need to visually see that I'm getting better at the game or I'm progressing in the game or I got something rare, I did something good in the game. You have to give visual feedback. If players can't see that, your game is going to be dog
01:28
Speaker A
[ __ ] Cuz why would somebody play a game with no visual feedback and they did something good in the game and they don't even know they did something good in the game? And that's when you start to use sound effects and visual feedback
01:40
Speaker A
to show players that, oh, you did this, you did that. And you know, that makes your game 100 times better, instantly 100 times better. I promise you, instantly your game's going to be 100 times better. Okay, read this real
01:53
Speaker A
quick. Fun is getting better at something. I'm going to let you sit for 5 seconds and think about that. Fun is getting better at something. What does that mean? Whether it's progressing through your game that is fun or getting
02:05
Speaker A
better at your game, let's say you're making a FPS game or like Splatoon, you got to get better at the time, you got to get better at your aim, whatever.
02:12
Speaker A
This is the main thing that attracts players, okay? And when a player gets visual feedback that they're getting better at your game, let's say you you got a good hit, right? You you put nice hit big ass nice hit text on your game
02:28
Speaker A
that shows players that they did a nice hit in your game. Or let's say you're making a timing game and somebody timed it perfectly, you should have visual feedback to show players that they timed it perfectly. This matters so much and
02:42
Speaker A
nobody is talking about it. And here's another thing, right? Games feel good when they show you that you mattered in the game, that you did something for the game, that you belonged in the game. And then Nintendo does that with almost
02:52
Speaker A
everything. And here's what I mean when I say show the players that they mattered in your game, right? Splatoon, a very popular Nintendo game. I used to play this [ __ ] back in the days. It's the [ __ ] best FPS game ever. You
03:05
Speaker A
shoot the floor and it turns your color, stays that way. You can literally see your work. I actually have a video here I can show you guys some um Splatoon gameplay.
03:20
Speaker A
Okay, I'm going to stop there. In that 5 seconds of that video I just played, there is a lot of things happening.
03:26
Speaker A
Sounds are coming through your headphones, visual effects, you're literally seeing ink and [ __ ] explode everywhere. And it's not overwhelming to the point where players are like [ __ ] there's so much [ __ ] going on because
03:37
Speaker A
they process it. They're able to process what is going on. And this is what I mean when I say make your players feel like they matter in your game. Splatoon, you see this. Like this purple guy is painting the entire map purple. They
03:51
Speaker A
matter in the game because they're making progress for their team. But yeah, Splatoon was a very successful game. You guys should really study how they actually give visual feedback and how they sound design their game to where it's really satisfying and you can
04:05
Speaker A
play for hours and hours. Okay, here's another example. We have rock A and rock B. Notice the difference.
04:13
Speaker A
There's no difference, you [ __ ] idiot. Okay, rock A and rock B, right?
04:17
Speaker A
The same [ __ ] rock. If I hit rock B with a pickaxe and nothing happens, right? And I hit rock A with a pickaxe and boom, explosion, effects, sound effects. Which one is going to be better for your game? Obviously rock A, okay?
04:31
Speaker A
Obviously rock A. If I hit this rock with my [ __ ] pickaxe and effects start popping up, sound effects start boom boom boom boom boom, instantly rock A game is going to be better than rock B game. All right, let's move on. This is
04:45
Speaker A
the do re mi method. Do re mi do re mi fa so, okay? This method works for any sort of game. And this is how you actually apply the do re mi method to your game, okay? This is actually not a
05:00
Speaker A
method. I made this [ __ ] up, but it works. It works. That's all you guys need to know. So let's say somebody is collecting coins in your game, okay?
05:07
Speaker A
Let's say this is a murder mystery 2 game where you got to collect coins, okay? If you make the coins go do re mi, okay? I'm not really good at singing, but you know what I mean, right? If you
05:18
Speaker A
pitch up the tone of the sound effect every single time you collect the coin, it would sound 100 times better. And this is not just for coins. You can apply this method to when you're doing something big, when you're doing
05:31
Speaker A
something in in a massive volume. Like collecting coins is one of the best examples I can give you guys. So if you're still not understanding what I'm talking about, let's say you collect this coin. It goes do. And you collect
05:42
Speaker A
this coin, it goes re. And then mi. Obviously it would sound better in my [ __ ] voice, but you know what I mean, right? You pitch it up every single time you collect the [ __ ] coin, it will
05:51
Speaker A
sound 100 times better, make your game 100 times better. Okay, let's talk about suspense, okay? Suspense matters so much. Holy [ __ ] A lot of people make Stella Net copies, Stella Brain Rock copies, but they don't understand how to
06:05
Speaker A
show players suspense, okay? What I mean by that? Okay, let say you're making a still an egg game, right? You grab the egg and you go back to your plot and you plot it down. When that timer goes off
06:16
Speaker A
and you can open that egg and there's no suspense, it just pops instantly and shows the the item you get inside the egg or the animal you get inside the egg. That is visually boring. That is [ __ ] boring. And how you can apply
06:29
Speaker A
suspense to your game is let say you're making a still an egg copy, right? When you open the [ __ ] egg, let say it shakes a bit, you know, maybe three times, then it cracks, then it cracks,
06:39
Speaker A
then it cracks, and then it builds up and then players are like [ __ ] show me what is inside the egg. That is how you put suspense in your games. Let's just call this the egging system cuz you're really trying to edge
06:53
Speaker A
your players, okay? You're trying to edge your players. You don't want to show them what they got until they're on their knees and begging you to show them what they got, okay? That's how you build suspense. That's how you keep
07:05
Speaker A
players playing your [ __ ] game. Here's another Nintendo game, Legend of Zelda, really popular, probably one of the most famous games on the internet, okay?
07:23
Speaker A
Boom, instantly feel the suspense, the chest opening up slowly, slowly, slowly, and the music just makes the suspense really really good. This is what players want to see. This is what players stay for, okay? So if you're actually trying
07:39
Speaker A
to get into Roblox development, you need to really perfect your sound design. Every single sound in your game matters.
07:47
Speaker A
You can't use AI for sound effect. AI cannot help you with sound effects. It's going to sound like [ __ ] dog [ __ ] You really have to do this by yourself.
07:57
Speaker A
Sound effects matters so much. If you can perfect sound effects, visual feedback, and suspense, your game is going to be a hundred times better. And I promise you the top five Roblox games on Roblox right now has already
08:12
Speaker A
perfected all three metrics. And that's why their game is so popular. That's why players can play for hours and hours and hours and hours because they perfect the sound effects, they perfect the visual feedback, they show the players what
08:25
Speaker A
they got, they show the players that they're getting better at the game, and they have suspense in the game. They don't instantly show the players the reward, they build up the suspense, make players really really want to piss their
08:37
Speaker A
pants and then show them what they got, okay? If you're expecting your game to go viral with the shittiest sound effects, the shittiest visual feedback, and no suspense, you might as well just apply for a job at McDonald's cuz really
08:49
Speaker A
if you if you're skipping past these three steps right here, go apply for a job at McDonald's, okay? Roblox is not for you. And I'm going to go off script here cuz this has nothing to do with Nintendo, but somebody in my Discord
09:01
Speaker A
asked me, right, how do you force players to buy your game passes without making the progression extremely pay-to-win, okay? This is exactly how you do it. First of all, you need to hook your players to the game, whether
09:12
Speaker A
that's with onboarding, tutorials, right? You got to show players how to play your game. And after their onboarding, this is a really really good method. Give players maybe like a 15-minute boost. Give new players a 15-minute boost, a 30-minute boost. And
09:27
Speaker A
when you give new players a 15 30-minute boost, maybe like two times luck if you're making an RNG game or two times coins, two times gems, whatever it is, when you give players this boost, it's going to help them progress faster. And
09:39
Speaker A
I always say this, make the early game progression extremely fast, but when you're going to mid game and late game, make the progression harder. That's when players realize like [ __ ] maybe I got to buy a game pass. I'm not progressing
09:53
Speaker A
as fast as this guy. I'm not progressing as fast as I was when I had this two times boost, when I had this [ __ ] early game boost, right? That's when they realize that they have to buy game
10:05
Speaker A
passes or buy dev products. Let's say you have potions, boost potions in your game. So if you make early progression extremely easy and you give them a boost, it's going to make progression extremely fast in the early game, right?
10:18
Speaker A
And when you make mid game and late game extremely hard, players feel like they're stuck in this wall, okay? It's like a hard stuck wall. They they're not progressing as fast as they were when they first started the game. It's going
10:31
Speaker A
to make them [ __ ] mad. This is psychology, okay? You make the game easy, then you make the game harder, then they're going to make a decision whether to buy your game passes or your dev products. Let's say you have
10:42
Speaker A
potions, right? They're going to buy your dev products. And no one talks about this because it's so gate kept, but Roblox is a game of psychology.
10:49
Speaker A
You're trying to attract players. You're trying to convince players to buy your products, to play your games, to stay longer in your games. And you really need to study every single metric to make a good Roblox game, for the Roblox
11:01
Speaker A
algorithm to even push out your game, okay? And another thing about Roblox monetization, player conversion rate, one of the most important stats. Roblox only cares if your game makes people play your game and stay for a long time
11:14
Speaker A
and if they're spending money in your game. So player conversion rate is one of the stats Roblox look for, okay? How you want to improve your player conversion rate is through starter packs, cheap rebuyable developer products. So let's say you have a two
11:26
Speaker A
times luck potion, right? You make it nine Robux. More players are going to buy it. That's going to up your player conversion rate. Or you can do a time limited. This I like to do this for my game. A limited time starter pack.
11:38
Speaker A
Let say you only have 72 hours to buy the starter pack and it's 27 Robux. More people are going to be attracted to that game pass or to that bundle starter pack than, you know, a 200 Robux game pass
11:49
Speaker A
because it's only 27 Robux. So more people are going to buy it, which boosts your player conversion rate and it's one of the most important stats that Roblox look for. So next time you make a Roblox game, really attract players to these
12:03
Speaker A
cheap products, to these cheap bundles so they're going to buy it. When they buy the [ __ ] product in your game, your player conversion rate is going to go up. If people buy your [ __ ] product, your play conversion rate is
12:16
Speaker A
going to be extremely good. This is why you make cheap bundles and cheap developer products that are rebuable cuz if they can re-buy it multiple times, this also increases your stats and your metrics okay?
12:29
Speaker A
Okay, another thing that people don't tell you is to price your game passes and developer products based on these Roblox packages, okay? Let's say you have a game pass, right? For $3.99 and somebody has to buy this pack to buy
12:44
Speaker A
your [ __ ] game pass, right? They they will have 100 Robux leftover, okay? 100 Robux in your [ __ ] account is useless. You're not going to do [ __ ] with 100 Robux. So why not price it to
12:56
Speaker A
$4.99 and make you more money cuz players will literally spend the extra 100 Robux just for that one game pass if your game pass is good, right? Make sure your pricing can make you the maximum amount of Robux you can get. Milk the
13:10
Speaker A
[ __ ] out of these Roblox players, okay? And here's a very good example on pricing your bundles and game passes based on the Roblox packages, right? You see how all the game passes are pretty around the same range as the Roblox
13:25
Speaker A
bundles. Let's say you want to buy the all game passes bundle, right? If you want to buy this, you have to buy this pack which is just the right amount and when players see that it's just the right amount, they're going to buy this.
13:36
Speaker A
You're going to get so much more Robux than pricing this at 1,700, let's say cuz they're going to have 300 Robux remaining when you could have got 300 Robux. All right, that's all I want to talk about in this video, guys.
13:47
Speaker A
Hopefully you take what I say and you actually apply to your games. Also, I'm going to be linking my Discord in the description. I have a Discord community.
13:56
Speaker A
I'm going to be helping people out with their games and you can find connections um with investors and other developers.
14:01
Speaker A
You know, it's just good to be in a community where people think like you, they're like-minded and they're all trying to do the same thing as you which is Roblox development. So yeah, join my Discord, guys. I'll see you guys.
Topics:Robloxgame developmentNintendosound designvisual feedbackgame psychologymonetizationSplatoonRoblox tutorialgame passes

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