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Tizzy RBLX · @TizzyRBLX12
Where viewers went back to watch this video again, from YouTube's public Most replayed graph, lined up with what was said at that moment.
Most replayed moment #1
20:469.0x the video's typical replay level
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 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.
Said at 20:38
Most replayed moment #2
0:544.9x the video's typical replay level
shit's going this shit's going 100 KCCU. Like, I almost guarantee it, dude. Look at the average play time. It's [ __ ] dude. >> [laughter] >> It's [ __ ] 42 minutes, bro. Oh my god, dude. Oh, it's like top 100th percentile.
Said at 0:48
Most replayed moment #3
17:234.4x the video's typical replay level
launched this mechanic, it was literally just rolling by commons and uncommons, okay? So, look at our PCR before, bro. 0.3%. This is blended across our entire audience. Our PCR is actually 2% right now for USA audience, but this is
Said at 17:16
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Words
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Runtime
22:34
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Reading time
18min
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Opening (first 30 seconds)
I made another $25,000 month Roblox game with 13.1 KCCU. If you guys think I'm lying, I mean, bro, check this out. Refresh. Sorry, 13,244. This game just came I mean, watch my last video, dude. [laughter] This game was at 1 KCCU this time last week. Okay, we're just hitting back-to-back W's. Now, listen, this is not to LARP, this is not to ego, 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
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What this transcript is
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I made another $25,000 month Roblox game with 13.1 KCCU. If you guys think I'm lying, I mean, bro, check this out. Refresh. Sorry, 13,244. This game just came I mean, watch my last video, dude. [laughter] This game was at 1 KCCU this time last week. Okay, we're just hitting back-to-back W's. Now, listen, this is not to LARP, this is not to ego, 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 2 weeks ago, I want to say.
Game's only been out for 2 weeks. Dude, look at the stats. Guys, this shit's going this shit's going 100 KCCU. Like, I almost guarantee it, dude. Look at the average play time. It's [ __ ] dude. >> [laughter] >> It's [ __ ] 42 minutes, bro. Oh my god, dude. Oh, it's like top 100th percentile. I'm so turnt up about this. K, D1 Look at D1 for search traffic, dude. 31% 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 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. 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. [laughter] Dude. >> [gasps] >> This D7 is about to be like 4%, bro. I'm I'm not even trying to 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. 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 we've done for this game, um I do want to talk about a few things. Of course, you know, this is how much revenue it's making. I mean, I'll show you guys just transparently. It's way under monetized. We do need to monetize this [ __ ] better. We just made a huge mono update like literally 2 days ago. So, this is how much rev right now, 25k month USD.
I mean, this game is still it's on track 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 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 has worked on this game.
Specifically, Gage, okay? When he came to me, this game was already 2 weeks into development. Most of it was already done. And of course, my boy Duflac, who has done all the VFX and helped us with monetization as well. So, shout out to these guys. Keep your eye on them. Um goated team. Goated team. Small team. Shout out to also Gage's brother, Mr. Physiac, for the models. Uh just a great team. So, I want to explain 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 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, I want to share all this out 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 dude, look at these games. Look at all these games that are like literally clones of each other and these have steady had like 5K CCU. There was this game that blew up, right? Build to Survive Tsunami. All these things. So, I think the real genius behind this game, okay? It's It's really two things, honestly. It's itself and it's the execution, okay?
But the idea itself, all credit goes to Gage. Because he saw a gap in the market, right? All these build two games, these are all PvE, right? Build to Survive Tsunami, Build to Survive the Monster. I'm sure you guys have played these games. If you haven't, go play them. In comes this game Build to Defend 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 the choices of mechanics that they chose and in terms of just like depth that the game offers.
So, I think ultimately, I think the market is starved for a successor to Steal a Brain Rot. Now, I'm not saying this is the next Steal a Brain Rot. It really could be, 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 starving crowd, huge evergreen demand for this Build to Blank genre.
Okay? And we all know that Steal a Brain Rot also blew up from the stealing mechanics. So, I think those are the two biggest forces that created the strongest foundation for this game. Huge demand for just building games in general and proven mechanic with stealing, right? From Steal a Brain Rot. So, I want to again shout out to Gage. He released this game a while ago, Build and Steal Brain Rots. 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 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 of the design choices I made as long as the ones that Gage made, that we made together, and how this all is coming together, cuz dude, I don't know if you guys can tell I'm I'm stoked on this game, man.
I'm just excited, bro. 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 playtesting with people in the Zesty 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 mean by this, cuz 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 complexity, okay? Another reason is PvP makes it so no any session ever truly feels the same. This is why PvP is a low-key goated. This is why Rivals is the number one earning game, in my opinion. 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 survive against a tsunami, dude, it's the same thing every single time, right? You learn the strategy within the first 5 minutes, it becomes what's called a solved strategy, okay? What truly makes a game engaging, in my opinion, is when 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, 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, dude, Minecraft, like literally the best-selling game of all time, if I'm not mistaken, right? Kids intuitively know how to use this build mechanic. Okay? The loop of build, someone tries to steal, rebuild, tons of depth here. 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. And mix those together, bro, I mean, shit's cooking, okay? Like I just said, that 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 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. So, and private servers are also free. So, this is huge, right? Cuz 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 [ __ ] 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.
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, 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 some really good choices I think that we made that are allowing for, I mean, just cracked play time, dude. 42 minutes.
Granted, yesterday was a Sunday. I will 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 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. Steel brain rot, right?
Coroika garden, right? Collecting 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 else to explain it, okay? There's 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 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 into the monetization strategy. One of the things we did for mono, I think, is really really, um, high IQ. Again, not tooting my own horn, but I just want to share this [ __ ] with you guys cuz you can implement it yourself. Pet collection and then building a base.
So, think about you're a new player, right? 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, 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 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 out their index. But I think this is the biggest part, okay? In [snorts] 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, dude. It's still starting to pick up for home wrecks, 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 be completely honest, cuz 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 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? 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 launched probably a new tutorial every day for the first week and just trying to get it right.
It 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 and roll for a block and we're trying to teach them two main mechanics at once. What I realized looking at the build to survive genre is most of these had a very similar tutorial. They always led with the most engaging mechanic first.
So, I want you to think about in your game, what's the most engaging mechanic, 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 Garden, you look at Ring Farm. That's the most engaging mechanic. Plant seed, get crop, right? 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 at the tutorial, the promise of the title is delivered in the first 30 seconds of gameplay. And I think that's a very, very important. I think a lot of people miss that. So, our game's called Build a Base and Steal. Okay, build a base, dude. First 10 seconds, we want them building immediately. So, they know they're in the right place, okay?
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 and Steal. Steal could mean so many different things, could signal PvE, could signal a lot of different things. So, we changed the first step. I know I was just talking about how, you know, we have them engaged with building, but the actual first step in our tutorial is to lock your base, okay?
Immediately, just psychologically, that that tells the 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 Steal a Brain Rot, right? First step, 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 text-based tutorial. Text-based tutorials are awful, my opinion. There's so much research showing that text-based tutorials, kids don't read it, okay? Immediately, they understand I'm locking 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 stuff. This is how you earn money from pets and then buy a bat, okay? 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. 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. 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. >> [snorts] >> The way we had the RNG 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 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 not an AFK game, right? Your base isn't locked. 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 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 end-game content within 3 hours of grinding, okay? So, a few things 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 increased roll speed, okay?
Completely removed that. Completely removed auto roll. And the way the roller actually functioned was if you had low luck, the roller would only show previews of animal 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 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 teased. Cuz initially, when we first launched this mechanic, it was literally just rolling by commons and uncommons, okay? So, look at our PCR before, bro. 0.3%. 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 0.3% to 0.75, more than doubled our PCR by changing how the rolling works, leveraging buying psychology for 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 at the exact right time, okay? So, before, again, auto roll, all pets were free, there was no teasing of what's to come. After remove auto roll, pets now cost cash, in-game currency. Can't afford it, 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 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, I was like, "Bro, we should set up like this." Dude, PCR exploded, okay? Now, to wrap this up cuz this is a lot of yap. Sorry, I'm just really stoked on this game.
A lot of more design choices. When Gage first brought this game to me, it's 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, okay? We removed increased roll speed. That was a design choice because we realized this was absolutely destroying our economy, dude. So, completely removed that. Also, the upgrade board, and if you play the game, you'll know what I'm talking about, now costs Robux when you can't afford it.
So, in our game you can spend in-game cash to basically increase your luck, right? Your chances of rolling a rare block or a rare pet or a rare pet, right? And previously, like if you couldn't afford it, you just got to 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 sink right here. Dufilax's idea, again, keep an eye on that guy.
He is up next, bro. Go to team. Go to team. Center Island, okay, this was again a design choice for level design. I love level design, dude. I think a lot of designers don't utilize level design enough to create interesting gameplay. 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 it adds to that like when you're 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 obby in the center of the map and you have to climb to the top of the tower to get even rarer pets, right? And just using level design to spice up juking. This is something that 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, 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 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 his first 58 CCU, okay? 842, 1K. I mean, dude, Tizzy Town is goated.
First three players, 87. This guy's stats cracked. 2K. all green stats, this guy 1.35K, 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 a free server, by the way. So, join up. Join up. Pin comment. 200 I mean, 7.8K, Vinnie 3K 12K, 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 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. 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 cuz everyone's crushing.
Super proud of everyone. And yeah. That's it, guys. Hope you got value from this video. Peace and love.
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