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Tizzy RBLX · @TizzyRBLX12
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ragdolls into oblivion. Okay, now for data. Dude, I don't even want to yap about this this much cuz I've Oh my god, I've made so many videos on this dude. Cross reference multiple data source. play [ __ ] Roblox games, dude. There's
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from Roblox, but from successful business ventures in general that you can apply to hit the ground running and get a successful game, man. If you guys don't already know, if I go here into the wins journal, dude, this guy just hit his first 2K CCU. This guy, 500 CCU,
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Opening (first 30 seconds)
I found the five things that guarantee a viral Roblox game. Guys, in this video I want to break down the top five things that I look for when looking to either build a game, invest a game, or determine if a game is worth my time. If you guys don't know me, my name is Tizzy. I have a top 100 Roblox game right now called Build a Base and Steal. We're on 33 million visits. Uh this data hasn't updated. Actually peaked at 60k last Saturday during admin abuse. You
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What this transcript is
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I found the five things that guarantee a viral Roblox game. Guys, in this video I want to break down the top five things that I look for when looking to either build a game, invest a game, or determine if a game is worth my time. If you guys don't know me, my name is Tizzy. I have a top 100 Roblox game right now called Build a Base and Steal. We're on 33 million visits. Uh this data hasn't updated. Actually peaked at 60k last Saturday during admin abuse.
You can see it's number 81 on most popular, number 10 on up and coming, etc. etc. And that's why I feel like I'm credible to help you guys with this information. Now, without further ado, let's get straight into this, okay? What is the first thing that determines if a Roblox game is guaranteed to go viral? And for me, this is what's also been taught to me from a guy named 1 Cole. Shout out to Cole. And that is is the idea clickable, okay?
What's the core fantasy of this game? Now, the way I like to think about this, dude, is I picture 7-year-old kid is trying to fall asleep at night, right? And kids have such a wild imagination, right? And he's trying to fall asleep at night thinking about all these different wild scenarios. Most common scenario is there's a monster in my freaking closet, right? We all thought there was a monster in our closet when we were kids.
Kids have a wild imagination, and what we want to do is give kids or just players in general, doesn't have to be just kids, the opportunity to fulfill their fantasies through our game. So, if we look at this game that blew up recently, Animal Hospital, what is the actual fantasy here? What is that kid thinking about when he's trying to fall asleep at night? He's thinking, "What if there was a hospital, but instead it was run by animals?" Okay?
That's a kid's fantasy. It's not just exclusive to video games. So, like, if you want to look at one of the best selling movies of all time, Zootopia 2, okay? What's the actual fantasy? It's what if there was an entire city run by animals, okay? There's a reason why this movie has sold so well. It has a strong fantasy. There's obviously a tons of other elements like the animations, the characters, the writing, but at its core, it's a really strong fantasy, okay?
If we look at this game, Flight to Space, what's the kid thinking? What would it be like if I could go to the moon or I could fly to the moon, all right? Toy Story, one of the best selling movies of all time, of all time. What's the fantasy? What's the kid thinking about when he's trying to fall asleep at night? What if the toys that I have in my toy chest, what if they were actually alive and were living their own life, okay?
You can see this recurring theme not just in video games, but in media as well. If we look at this movie, again, another top selling movie of all time called Inside Out. I don't know if you guys have seen it. But, what's kind of the fantasy here? It's what if there were these little characters that lived inside my mind that controlled my emotions, okay? And for all my old heads, if you ever seen Osmosis Jones, this is me revealing my age.
This is a movie from the [ __ ] 90s, dude. And basically the premise is this dude, Osmosis Jones, he is a white blood cell and he has to fight off a virus inside this guy's body, okay? So, start thinking about core fantasy and a clickable idea. And the way I like to think about it is like what is a kid thinking about and imagining when he's trying to fall asleep at night? And you can see this theme not just with games, but with movies as well, right?
Strong, interesting core fantasies, okay? And that comes down to a clickable idea, right? You want this kid when he goes on his homepage to see your game idea, see the way it's packaged, and he just can't help but freaking click on that thing, dude. This is actually something Mr. Beast said is when he thinks of a video idea, he thinks of something so insanely crazy that even if you scroll past his video, you're still trying to fall asleep at night thinking about, man, I wonder what the F is in that video, bro.
Okay? Now, number two, highly overlooked, is great onboarding. Now, guys, onboarding, I mean, a lot of people ask me about onboarding know in my last videos I've talked about that for Build a Base and Steal, we had like seven or nine different iterations of the tutorial, okay? The main things I've learned about onboarding is you don't want to just tell the player what to do. A lot of people get this wrong, right? They think, okay, onboarding means tutorial.
That means I just tell player, click this thing, buy this thing, place this thing, boom, tutorial done. No, you need to give them time to understand why they should care about the actions they're doing, okay? Explain why they are doing it. So, for my game Farmer Die, which rest in peace to it, the core mechanic was curing the survivors, okay? So, if we just told players, hey, give this survivor medicine, it's not as meaningful.
Whereas if we, at the very beginning, the first thing they see in the title sequence is cure the survivors, or you do some world-building where, hey, survivors are sick, you have to save them. This is why you should care about what you're doing. You need to get them emotionally invested into the game in the first 90 seconds, okay? You can do this with cutscenes. Low-key OP method, cutscenes help a ton with bounce rate, okay?
Another thing I've learned with onboarding is you want to introduce one mechanic at a time. A lot of people get this wrong. They think that, okay, let me just speedrun the tutorial, let me just get a high tutorial completion rate. But, guys, it's it's the tutorial completion rate is only one piece of the story. Yes, a player can complete your tutorial at a high rate, but are they actually emotionally invested? Do they actually care about the game?
And this happens when you introduce them to one mechanic at a time. Okay, so an example for a Build a Base and Steal is the cutscene. We show the pet get stolen, okay? Then immediately we put them into the tutorial. They now know that the pet can get stolen. The threat is immediately felt, okay? And now they want to protect the pet. They saw it get stolen in the cutscene. Now they're emotionally attached to it. They want to protect it, okay?
So we introduce that build mechanic first. All right? Now, another thing that's very commonly overlooked is using level design to help guide the player, okay? If you look at Escape Tsunami for Brain Rots, okay? Go play this game. You guys may call it slop. I don't care. Obviously it did well. It's not slop in my opinion. It's beautiful game design. You load into Escape Tsunami for Brain Rots. What do you see immediately?
In the first 5 seconds, immediately you see these giant tsunamis coming at you. So immediately in the player's brain, it's registered that I just clicked on a game called Escape Tsunami. Immediately I see the tsunami. The threat is felt. It's a known. And okay, now I actually care to see how far can I run down this runway to actually go catch a brain rot and bring it back, okay? Escape Tsunami for Brain Rots, great example of level design, in my opinion.
Now, if you ask me, some of the best onboarding I've ever seen on this platform, in the little time I've been on this platform, is Sell Lemons. There's a few key things with Sell Lemons, dude. First and foremost, there is literally no UI during the tutorial, during the onboarding. It's very simple. And the way progression happens so fast in that game, I highly recommend you guys go play this game on an alt and see how they did onboarding.
Okay, they introduce one mechanic at a time. The player immediately becomes emotionally invested and they use minimal UI. They're not spamming freaking packs or like starter packs or all these like 2x money for nine Robux right off the gate, right? They first introduce the player to the game in such a way where the player actually cares about the game, is emotionally invested, and then now you can start talking about introducing the HUD and products and etc. etc.
Okay? So, how do you actually diagnose if you have poor onboarding? This is a question I get asked a lot. Where you want to go is to engagement. Okay? Go to your engagement right here. If you go engagement, okay? Go engagement. You can chop it up however you want and then look at this right here. Okay? New user first session retention. This is going to tell you a lot cuz a lot of people will flex, "Hey, I have a high tutorial completion rate." Which is not always a flex and I'll explain why in a second.
What you want to do is you want to hover over this line and you can see in the first 30 seconds we're retaining 95% of our players. That's pretty good in my opinion. The first minute we still have 87% of our player base. Okay? So, these kids are invested. Okay? Now, over time it starts to decline, but at 5 minutes we still have 65% of our player base. I've seen a lot of graphs from people in my Discord, they've showed me and they have like a 20 or 30% new user first session retention and this has everything to do with onboarding and not just explaining mechanics, but also getting them emotionally invested in those mechanics.
Okay? Now, how do you diagnose onboarding? Again, you can go to funnels. You should be tracking every single little step in your funnel. This is commonly overlooked. People will flex saying, "Hey, I have a high tutorial completion rate." But, bro, look at our funnel for example, okay? We have open gear shop as one step, bought a bat is the next step, close the shop is the third step. A lot of people will chunk this down as just one step.
They'll just be like, "Bought gear from shop." But, no, you want to track every single little step to see where the friction is actually happening. And better yet, slice and dice the data in such a way where you can sort by device, dude, because a lot of people they'll have a game that has great tutorial metrics, but absolutely ass on console. People overlook console all the time, by the way. I said this in previous videos.
Don't overlook console, bro. Console players play for a long time, and they play often, and they play a [ __ ] ton, like I said. And the simplest way, dude, I probably sound like a [ __ ] broken record, but just study top games, bro. Play your game on mobile, play it on console, especially mobile, and see how much friction it costs on mobile. There's a recent game I reviewed. I know immediately that it's not going to do well simply because of the friction that is on mobile.
There's certain mechanics that are a little clunky. It's not intuitive. I don't know where to tap on the screen. There's all these little details add up to create a frictionless experience that makes for great onboarding. So, it's not just introducing and teaching mechanics, but also getting them emotionally invested in progression and the game itself, okay? And there's a lot of different ways to do that. We talked about an example from Escape Tsunami, where they used the level design to get the player emotionally invested.
Sell Lemons did some hacks without showing the UI directly, right? There's different ways to chop this up, okay? So, what you want to do is look at these top games and ask yourself why they did this, and not just copy the game one for one, bro. Like, don't just copy the game one for one, but copy the functionality, not the style. Okay? Now, third thing that determines if a Roblox game is guaranteed to go viral is socialization.
This I've seen so overlooked by kids in my Discord server. They'll have a great game. It's a great incremental. It's a great tycoon, but there's no way to interact with other players and you're destroying your potential to go viral because So let me explain something to you guys. If your game is good, better at If your game is better to play with friends, this is the key. Your game should be more fun to play with friends.
It should be 10 times more fun to play with friends. What happens? Friends invite friends, okay? Then those friends invite friends. And then those friends And all of a sudden you've created this flywheel effect where your game is naturally going viral through word of mouth. This kid goes to school. He's showing his friend on the bus to school. He's like, "Look at this game." His friend's like, "Yo, that game looks so cool." His friend hops on the game after school.
Then he tells his friend. Then he tells his friend. Dude, this is such an underrated way to go viral is just design a game in such a way where socialization and interaction with other players is part of the core loop. Okay, you look at 99 nights. That game is infinitely more fun with friends, okay? A little hack is obviously leaderboards. This one's pretty known. It's not even really a hack, dude. But leaderboards, that social flex element I've talked about in a lot of videos.
You can do this through level design. There's so many different ways to do this through cosmetics. Immediately, I mean, you look at plus one speed keyboard escape, right? You load into that game. Immediately you see a kid just zooming past you, right? Creates that FOMO. Creates a little bit of emotional investment. Creates a little bit of envy. You're like, "Damn, dude, I want to get as good as that kid. He's [ __ ] zooming by, bro.
He's fast as [ __ ] boy." Okay? Socialization, do not skip this part. Ideally, okay? You look at a game like Missiles vs. Cities. Again, ideally, interaction with other players is part of the core loop, bro. The way it's designed, this, in my opinion, starts from the actual initial design of the game. Okay, number four, simple mechanics with tons of depth. Let's look at Build a Plane, right? What is Build a Plane? Voxel block building, okay?
One simple mechanic, tons of depth. Tons of depth because if you look at and I'm going to get this in the get to this in a second. If you look at their community, go look at Build a Plane on TikTok, dude. Okay? Tons of videos of kids that love this game talking about this is how to make a freaking fighter jet in Build a Plane. This is how to make a helicopter. This is how to make etc. etc., right? All this depth from this one mechanic and it's also very community-driven, which we're going to get into in a second.
But, simple mechanics, tons of depth. What's What's Brookhaven, right? Role-playing game. Okay? You role-play, but every single time you log in this game, you can role-play as someone else. Okay? I don't know much about role-play, but so I'm not going to speak much on it, but from my understanding, you log in, you can be whoever you want. Every single session is new. Every single session is different. Same thing with Build a Boat for Treasure.
You can build a new plane every single time. Build a Boat for Treasure. You can build a new boat every single time. Every single session is new, it's fresh, it's different. This is also why PvP can work really well. Okay? You look at 99 Nights. Every single session is different. How far can I get this time? What scary monster am I going to see this time? What new thing can I unlock this time that I didn't unlock that time?
What if I do my base like this this time versus last time I did it like this, but the cultists got me and maybe, you know, this time I'll do it like this so the cultists can't get me and I can get a little bit further. All these top games have very simple and easy to understand mechanics that offer a ton of depth. Now, the key here is mobile user experience and accessibility is a must. Okay? Whatever mechanic you choose to be the core of your game that offers tons of depth needs to be very easy to use on mobile.
And to be completely honest with you guys, I think this right here is what's limiting build a base and steal. Okay? I think we would be at 100k 150k CCU right now if the voxel block building wasn't as clunky as it is on mobile. And that's nothing to do with, you know, the way it was developed or anything. The The snap-to-grid system works perfectly. It's just a friction of having to tap your screen so many times to build that base before a pet gets stolen.
Okay? You look at Steal a Brain Rot, you don't actually have to build a base. Base is already done. Very easy, simple to use, mobile UX. Okay? Same thing with the sandwich game I talked about in my last video. This is a major major key. Okay? Fifth and commonly overlooked is clippable / strong community. Okay? [snorts] You look at, again, Build a Boat for Treasure. Look at Mecha Chameleon, dude. That game went [ __ ] nuts on Steam, bro.
All of the clips of people finding unique hiding spots, painting their character. I mean, clippable and simple mechanic with tons of depth. Mecha Chameleon. You look at all the games on Roblox. Painter Die, Paint 'n' Seek, right? Which are literally just clones of Mecha Chameleon. But they're smart because Oh, RIP to this game. It looks like the trend is is slowing down. But still, I mean, smart. Okay? Simple mechanics, tons of depth and clippable, bro.
When you're designing your game, visualize in your mind what it's going to be like for a content creator to actually play the game, okay? For Build a Boat for Treasure, I watch nearly every single video that a content creator makes in our game and I take note of the specific moments in the game that they choose to include. And for our game, it's mainly building a cool base or stealing a cool pet, okay? If you can get this right, dude, in my opinion, this is why Build a Boat for Treasure has been at like 8 to 9K CCU for a couple of years now, it seems like, a year and a half, two years.
Because they have such a strong community and there's kids that are just caught I mean, look at this, bro. 143K likes on this video, how to build an F-22 Raptor, right? Community-driven content and it's clippable because of the design choices of the simple mechanics and shout-out to Blaze, this is his game. He's a goat, he's a coach inside of our community. So, guys, I tried to take concepts and chunk them down for you to make this understandable.
If you can have all five things here integrated in your game, you're pretty much guaranteed at least 10K CCU, bro, at least. If you execute these five things really, really well, you are without a [ __ ] doubt in my mind guaranteed at least 10K CCU. That's it for this video, love you guys, peace.
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