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BloxIQ

Studio & Team

A full diagnostic of your Roblox game, in four minutes

BloxIQ's AI reviews every area that drives growth, scores each against successful games in your genre, and tells you exactly what to fix first, with the evidence behind every point.

Studio: 1 review a month · Team: 5 reviews a month

Discoverability

Title, description and keywords against what the genre's leaders do.

Store page

Your icon and thumbnails judged at the size players actually see them.

First session

Onboarding, UI and shop prompts, from the screenshots you add.

Performance

Your player trend, update spikes, weekly rhythm and momentum.

Retention

D1, D7 and session length when you connect Roblox analytics.

Monetisation

Revenue against the estimate for your size, and fair ways to grow it.

Competition

Your closest rivals side by side, and the gap you could own.

Action plan

What to do this week, this month and this quarter, plus experiments.

1. Pick a game

Search any tracked game, or paste its Roblox link. Add your goals and up to six gameplay screenshots.

2. The AI does the research

It gathers your player history, page, visuals, competitors, revenue model and analytics, then analyses each area in depth.

3. Get your report

A scored, sectioned diagnostic with evidence, recommendations, a 7/30/90-day plan and experiments to run.

Example report

See exactly what you get

This example is for a fictional game

Hatchling Isles, Driftwood Studios and the competitors below are made up, and every number is illustrative. Real reviews use your game's actual data and follow exactly this structure.

BloxIQ Game Review · Example report

Hatchling Isles 🐣 [PETS]

by Driftwood Studios · Pets · Simulator · Reviewed 24 October 2026

PlateauedOwner analytics included5 screenshots reviewed

“A well-loved pet sim that proved it can spike, but it leaks new players in the first ten minutes and gives them too few reasons to come back tomorrow.”

Hatchling Isles has real product-market fit: 84.2M visits, an 87% like ratio and a Volcano Island update that more than doubled daily players inside 48 hours. The problem is what happens after the spike. Players have drifted back from a 4,890 peak to around 3,800 over 19 days without an update, and your connected analytics show why: day-1 retention of 24% and day-7 of 6.1% sit well below what healthy pet sims hold. Your screenshots point to a slow, text-heavy first hatch and a shop that interrupts before players have earned anything. Fix the first session, put a weekly cadence on the calendar and add a daily reward loop, and the next update should land on a much higher floor. The store page is a quick win too: the icon is charming but unreadable at phone size, and the title wastes its first 24 characters.

Playing now

3,840

observed CCU

7-day growth

−9%

daily-median CCU

Total visits

84.2M

Like ratio

87%

genre median 91%

Favourites / 1K visits

22.1

Est. revenue

$26K–$140K

per month, model estimate

Last updated

19d ago

Page readiness

62/100

title + description checks

Scorecard

  • Title is cut on mobile and buries the keyword; description has no hook.

  • Great thumbnail, but the icon turns to mush at phone size.

  • Slow first hatch, text walls and an early shop pop-up.

  • Big update spikes, then a steady 22% slide back.

  • Liked and favourited, slightly below the genre's best.

  • D1 24% and D7 6.1% are the biggest drag on growth.

  • Converts well, but few repeatable purchases.

  • Updates land well but arrive too rarely.

  • A clear cosy niche, but Mythic Pets is rising fast.

Protect these

  • Proven update response: Volcano Island took daily median players from 2,310 to 4,890 in two days, so your audience is listening.
  • Strong sentiment for a mid-size sim: 87% likes across 474K votes, and 22 favourites per 1,000 visits, above most of the genre.
  • A distinctive cosy art direction (warm palette, chunky egg characters) that stands apart from the neon look most competitors use.
  • Healthy session length once players are hooked: 18.2 minutes on average, in line with leaders.
  • Monetisation already converts 1.9% of daily players, a solid base to build on without adding pressure.

Risks to watch

  • Mythic Pets Odyssey's trading launch and weekly cadence could pull your loyal core away if Hatchling Isles goes another month without new content.
  • Moving monetisation earlier or adding pressure to recover revenue would likely deepen the retention problem; fix retention first.
  • A faster update cadence can burn out a small team; plan content four weeks ahead and keep weekly drops small.
  • Halloween traffic is temporary; judge changes on the two weeks after the event, not during it.

Action plan

Highest-leverage first. Each item links to the section with the evidence.

This week

Quick wins

  1. 1

    Move the Starter Pack off the first hatch

    A full-screen offer one egg in is the clearest cause of early drop-off in your screenshots, and it costs almost nothing to move.

    Impact: highEffort: lowFirst session & onboarding
  2. 2

    Rename to “Hatch Pets on Hatchling Isles 🐣” and rewrite the first two description lines

    Puts the searchable keyword inside the 24 characters mobile players actually see.

    Impact: highEffort: lowDiscoverability & SEO
  3. 3

    Ship a Halloween egg and pumpkin icon

    Halts the 19-day slide during the biggest seasonal moment of the autumn.

    Impact: mediumEffort: lowUpdates & live ops

Next 30 days

Bigger changes

  1. 1

    Rebuild onboarding as three guided taps with a fast, guaranteed-uncommon first hatch

    D1 retention of 24% is the biggest drag on growth; the first ten minutes are where players leave.

    Impact: highEffort: mediumFirst session & onboarding
  2. 2

    Add a 7-day login streak and a timed Lucky Egg

    There's no daily reason to return, and D7 is just 6.1%.

    Impact: highEffort: mediumRetention & engagement
  3. 3

    Redraw the icon around the egg's face and add three thumbnails

    The icon is unreadable at list size, and leaders use 3–5 thumbnails.

    Impact: highEffort: mediumStore page & visuals
  4. 4

    Add three fair consumables

    Revenue sits in the lower half of the expected range because nothing is repeatable.

    Impact: highEffort: mediumMonetisation

Next 90 days

Strategic bets

  1. 1

    Launch trading as the next major update

    The biggest feature gap against the competitors growing fastest.

    Impact: highEffort: highCompetitive position
  2. 2

    Move to a weekly drop and monthly major update rhythm

    Updates double your players, but gaps of 42 days let them drift away.

    Impact: highEffort: highUpdates & live ops
  3. 3

    Introduce a seasonal Hatch Pass

    Ties monetisation to your update cadence with a free track for everyone.

    Impact: highEffort: highMonetisation

Player trend, last 30 days

03.7K7.3K25 Sept10 Oct24 Oct
Daily median players Up to the daily peak

Section 1

Discoverability & SEO

5
/ 10

Players can't find what they can't read. On mobile the title truncates at about 24 characters, so most of your audience sees “Hatchling Isles 🐣 [PE…”, and the word “Pets” that people actually search for is cut off. The description opens with a credits line instead of telling players what they'll do.

What we found

  • The searchable keyword is cut off on mobile

    Your title is 27 characters, and the genre word sits at the very end inside a tag. Players browsing on phones never see it, and search relevance relies on the visible words.

    Evidence: Title “Hatchling Isles 🐣 [PETS]”, 27 characters; page checklist flags mobile truncation beyond ~24.

  • Leaders put the fantasy first

    Eight of the top ten pet games lead with the core action (hatch, collect, trade) and use one emoji at most. You use an emoji plus a tag, which costs space without adding meaning.

    Evidence: Genre title patterns: 40% use an emoji, 20% a [TAG], median length 21 characters; frequent words “pet”, “simulator”, “hatch”.

  • Description opens with credits, not a reason to play

    The first two lines are what players see before tapping “more”. Yours thank testers and list the studio's social links, so the pitch is hidden.

    Evidence: Description line 1: “Made by Driftwood Studios — thanks to our amazing testers!”

  • No update notes in the description

    Leading games add a dated line about the latest update. It signals the game is alive, and the update name doubles as a search term.

    Evidence: No mention of Volcano Island anywhere on the page; 3 of the top 5 descriptions open with an update line.

What to do

  1. Rename to “Hatch Pets on Hatchling Isles 🐣”

    Impact: highEffort: low

    Lead with the action and the keyword so the first 24 characters read “Hatch Pets on Hatchling” and the meaning survives truncation. Drop the [PETS] tag. Keep the egg emoji: it's your brand.

    Measure: Visits per hour from the same CCU level, compared over 7 days before and after

  2. Rewrite the first two description lines as a pitch

    Impact: mediumEffort: low

    For example: “🌋 NEW: Volcano Island! Hatch fire pets, trade with friends and build the cosiest pet island.” Move credits and socials to the bottom.

    Measure: Visits per hour; page readiness score above 80

  3. Add a dated update line every release

    Impact: mediumEffort: low

    “UPDATE 12 (24 Oct): Spooky Shores + 18 new pets.” Swap it each time you ship so players and search both see a fresh game.

    Measure: Change in daily players in the 72 hours after each update

Section 2

Store page & visuals

6
/ 10

Your thumbnail does its job: a bright island, a clear hatching moment and readable text. The icon is the weak link. At the 64-pixel size players see in lists, the palm tree, sun, egg and sparkles merge into a pale blue square, and the egg's face, your best asset, disappears.

What we found

  • The icon has no clear focal point at small sizes

    Five separate elements compete for attention and the sky colour runs edge to edge, so it blends with Roblox's light UI. Top pet icons fill 60–70% of the frame with one character.

    Evidence: Attached icon: the egg covers about 25% of the frame; light sky blue background; four secondary elements.

  • The egg character is a genuine brand asset

    The chunky egg with blush and a beak is charming and instantly says “pets”. It just needs to be bigger.

    Evidence: Attached icon and screenshot 3 (hatch screen) use the same character consistently.

  • The thumbnail sells the fantasy well

    It shows the hatch moment, the island and a rare pet with strong contrast and short text. It's in line with what leaders do.

    Evidence: Attached thumbnail: hatch moment centred, three-word headline, high contrast.

  • Only one thumbnail is used

    Roblox shows several thumbnails on the game page. Leaders use 3–5 to show trading, rare pets and social play.

    Evidence: Page metadata lists a single thumbnail.

What to do

  1. Redraw the icon around a giant egg face

    Impact: highEffort: medium

    Crop to the egg's face filling about two-thirds of the frame, add a darker teal background for contrast, and keep one sparkle for a hint of rarity. Test it at 64px before uploading.

    Measure: Visits per hour at a similar player level, 14 days before vs after

  2. Add three more thumbnails

    Impact: mediumEffort: medium

    Show trading with friends, the Volcano Island rare pets and the pet index filling up. Each one answers a different “why play?” question.

    Measure: Visits per hour and favourites per 1K visits

  3. Run the icon change as a BloxIQ experiment

    Impact: mediumEffort: low

    Log the old and new icon in the experiment journal and compare a week of each, so you judge the change against your own baseline rather than a hunch.

    Measure: Visits per hour, normalised for day of week

Section 3

First session & onboarding

4
/ 10

This is where Hatchling Isles loses most of its players. From your five screenshots, a new player meets two text panels before they can move, waits through a long first-egg animation, and sees the Starter Pack pop-up before they've hatched a second pet. Everything that makes the game delightful arrives after the point where many players have already left.

What we found

  • Two text walls before the first action

    The opening tutorial uses paragraphs of small text on a light panel. On phones it's hard to read, and younger players skip it, then don't know what to do.

    Evidence: Screenshot 1 (spawn): about 60 words across two panels, small white text on pale yellow.

  • The first hatch is slow to pay off

    The hatch is your core delight, but the first one plays a long sequence with no skip and gives a common pet. The first win should be fast and feel special.

    Evidence: Screenshot 3 caption from the creator: “first egg animation ~9 seconds, always common”.

  • The shop interrupts too early

    A full-screen Starter Pack offer appears after the first hatch. Asking for money before players have formed any attachment hurts trust and retention, and it's a pattern Roblox's audience reacts badly to.

    Evidence: Screenshot 4: full-screen Starter Pack modal over the island after one egg.

  • The main HUD is clean and readable

    Once past the tutorial, currency, the egg button and the pet inventory are large, well spaced and thumb-friendly.

    Evidence: Screenshot 2 (main HUD): three primary buttons, large icons, bottom-right placement.

  • No clear next goal after the first pet

    After hatching, nothing points players to the next island or a collection target, so the session has no shape.

    Evidence: Screenshot 5: no quest tracker or goal indicator on screen.

What to do

  1. Replace the text tutorial with three guided taps

    Impact: highEffort: medium

    Arrow to the egg, tap to hatch, arrow to equip. One short line of large text per step. Players should be hatching within 15 seconds of spawning.

    Measure: D1 retention (connected analytics), target 30%+

  2. Make the first hatch fast and guaranteed uncommon

    Impact: highEffort: low

    Cut the first animation to about 3 seconds with a skip button and guarantee an uncommon pet with a little fanfare. Make the first win feel special.

    Measure: Share of new players who hatch a third egg; session length for new players

  3. Move the Starter Pack to after the first island

    Impact: highEffort: low

    Show it as a gentle, dismissible banner once players finish the first island (about 8–10 minutes in), never as a full-screen modal on the first hatch.

    Measure: D1 retention and paying-user conversion; watch for no drop in conversion

  4. Add a three-step starter quest

    Impact: mediumEffort: medium

    “Hatch 3 pets → Equip your best → Unlock Coral Cove”, with a visible tracker and a reward. It gives the first session a destination.

    Measure: Average session length for new players; D1 retention

Section 4

Player performance & momentum

6
/ 10

The 30-day chart tells a clear story: a stable base around 2,200 players, a jump to 4,890 within two days of Volcano Island, then a steady slide to 3,840 with no update since. Weekends lift you about 10%. You're holding about 60% of the update gain after three weeks, which is decent, but the trend is still down.

What we found

  • Updates more than double your player count

    Volcano Island took the daily median from 2,310 to 4,890 in 48 hours. Few mid-size games get that response, and it shows your audience is primed for content.

    Evidence: Daily median CCU 2 Oct 2,310 → 5 Oct 4,890 (+112%), following the 3 Oct page update.

  • A slow, steady decline since the peak

    Without new content, daily players have fallen about 1% a day for 19 days. At this rate you'd be back near the old base in about five weeks.

    Evidence: Daily median 5 Oct 4,890 → 24 Oct 3,840 (−21%); 7-day growth −9%.

  • Weekend lift is reliable

    Saturdays and Sundays run about 10% above weekdays. That's the best window for events and update launches.

    Evidence: Weekend medians 10–11 Oct and 17–18 Oct were 8–13% above the surrounding weekdays.

  • Peak-to-median ratio suggests clear play times

    Daily peaks run about 35% above the median, with the busiest hour at 19:00 UTC. Scheduling events then reaches the most players.

    Evidence: Average peak/median 1.35 across 30 days; busiest hour 19:00 UTC.

What to do

  1. Ship a mid-cycle mini update within a week

    Impact: highEffort: medium

    A small drop (a limited egg, a Halloween island skin) halts the slide and keeps momentum until the next big update.

    Measure: 7-day growth returning to positive

  2. Launch updates on Friday at 18:00 UTC

    Impact: mediumEffort: low

    Launching just before the weekend and the evening peak puts new content in front of the most players in the first 48 hours, when spikes are decided.

    Measure: Peak CCU in the 48 hours after launch versus the last update

  3. Set a BloxIQ alert for a 10% weekly drop

    Impact: lowEffort: low

    You'll know when the slide accelerates rather than spotting it weeks later.

    Measure: Alert triggers and your time to respond

Section 5

Audience sentiment

7
/ 10

Players who stay like the game. 87% likes is good, but it sits four points under the genre's leaders, and that gap usually comes from frustration early in the game rather than at endgame. A favourite rate of 22 per 1,000 visits is above most of the genre and suggests strong intent to return.

What we found

  • Like ratio slightly below the genre's best

    Leaders cluster at 90–93%. A four-point gap is typical when the first session frustrates some players, which matches what the screenshots show.

    Evidence: 87% likes (412K up / 61.6K down) vs genre leaders' median 91%.

  • Favourite rate shows real attachment

    22 favourites per 1,000 visits means players want to come back; you just need to give them a reason to do it tomorrow.

    Evidence: 1.86M favourites / 84.2M visits = 22.1 per 1K.

  • Sentiment held up through the update spike

    The like ratio didn't dip during the influx of new Volcano Island players, so the new content itself landed well.

    Evidence: Like ratio stable at 87% across the 30 days.

What to do

  1. Fix the first session before chasing more traffic

    Impact: highEffort: medium

    The onboarding changes above are the most likely route to closing the gap with the leaders.

    Measure: Like ratio over the 14 days after the onboarding update

  2. Add an in-game “rate us” moment after a rare hatch

    Impact: lowEffort: low

    Prompt only when players are happiest, for example after a rare or legendary hatch, and never block play.

    Measure: Vote count growth and like ratio

Section 6

Retention & engagement

4
/ 10

Your connected Roblox analytics show where the ceiling is. Only 24% of new players return the next day and 6.1% after a week. Pet sims that grow steadily tend to hold 30%+ on day 1 and 8–10% on day 7. Once players are engaged they stay a healthy 18 minutes, so this is a first-session and return-habit problem, not a content-depth problem.

What we found

  • Day-1 retention is the biggest lever in the game

    Three in four new players never come back. Small gains here compound: moving D1 from 24% to 30% would grow your daily players by roughly a fifth at the same traffic.

    Evidence: Owner analytics: D1 24.0% (28-day average), D7 6.1%, D30 1.4%.

  • No daily return hook

    There's no daily reward, streak or timed egg, so nothing pulls players back tomorrow. Almost every pet sim leader has one.

    Evidence: D1→D7 drop of 75%; no daily reward visible in any screenshot; none mentioned on the page.

  • Sessions are long once players are in

    18.2-minute sessions are in line with leaders, so the core loop holds attention well.

    Evidence: Owner analytics: average session 18.2 minutes (28-day average).

  • Monthly players are concentrated in a loyal core

    DAU/MAU of 0.19 means a small group plays most days. Protect them with endgame goals and social features.

    Evidence: Owner analytics: DAU 238K, MAU 1.25M (28-day averages).

What to do

  1. Add a 7-day login streak with a guaranteed rare egg on day 7

    Impact: highEffort: medium

    Escalating daily rewards are the most reliable D1 and D7 lever in the genre. Make day 2 feel generous to catch the players you're currently losing.

    Measure: D1 and D7 retention, 14 days after launch

  2. Introduce a timed “Lucky Egg” that hatches in 8 hours

    Impact: highEffort: medium

    A reason to come back later the same day or tomorrow. Send a Roblox experience notification when it's ready.

    Measure: D1 retention; share of players returning within 24 hours

  3. Give the loyal core a weekly goal

    Impact: mediumEffort: medium

    A weekly pet index challenge or leaderboard keeps your most engaged players coming back and gives them something to talk about.

    Measure: DAU/MAU ratio, target 0.22+

Section 7

Monetisation

6
/ 10

You're earning respectably: your connected revenue averages about 286K Robux a day (roughly $32.6K a month at DevEx rates), inside the lower half of BloxIQ's estimate for a game of your size and genre. 1.9% of daily players pay. The opportunity is repeatable, fair purchases: most of your revenue comes from one-off passes, while leaders earn from developer products players buy again and again.

What we found

  • Conversion is healthy for the genre

    1.9% of daily players paying is a solid base; the issue isn't willingness to pay.

    Evidence: Owner analytics: paying users 1.9% of DAU; ARPPU 63 Robux a day.

  • Revenue sits in the lower half of the expected range

    At your player level, pet sims typically earn more. The gap usually comes from a lack of repeatable purchases.

    Evidence: Owner revenue ~286K Robux/day (~$32.6K/mo DevEx) vs model estimate $26K–$140K/mo.

  • Few repeatable purchases

    Passes like 2x Luck and Fast Hatch are bought once. Leaders add consumables such as egg bundles, luck potions and limited eggs that keep earning.

    Evidence: Screenshot 4 (shop) shows 4 game passes and no consumables.

  • Early hard sell risks trust

    The full-screen Starter Pack on the first hatch hurts retention more than it earns. Players who stay a week are far more valuable.

    Evidence: Screenshot 4: modal after the first egg.

What to do

  1. Add three fair consumables

    Impact: highEffort: medium

    A 30-minute luck potion, a 3-egg bundle and a weekly limited egg. Keep every pet obtainable for free with time, so purchases speed players up rather than locking content away.

    Measure: Revenue per DAU and ARPPU over 30 days

  2. Launch a Hatch Pass (season pass) with each major update

    Impact: highEffort: high

    A free track for everyone and a paid premium track with cosmetics and a themed pet. It pairs monetisation with your update cadence.

    Measure: Paying-user share and D7 retention

  3. Move offers to moments of delight

    Impact: mediumEffort: low

    Show the egg bundle after a rare hatch or when players unlock a new island, never as a blocker.

    Measure: Conversion rate per offer view

Section 8

Updates & live ops

5
/ 10

Your updates work, but they're too far apart. The page history shows a major update roughly every five to six weeks, and players drift away in between. Leaders in the genre ship something small every week and something big every three to four weeks.

What we found

  • Long gaps between updates

    Players drift back to other games in the gaps. The decline since 5 October is the cost of having nothing new for 19 days.

    Evidence: Page change history: updates on 22 Aug and 3 Oct (42 days apart); last update 19 days ago.

  • Seasonal moments are being missed

    Halloween is days away and there's no event. Seasonal events are the cheapest spikes in the genre.

    Evidence: No seasonal title, description or icon change in the page history; three competitors updated for Halloween this week.

  • Update quality is high

    When you do ship, players respond strongly, which makes a faster cadence worth the effort.

    Evidence: +112% daily players after Volcano Island.

What to do

  1. Move to a weekly drop and a monthly major update

    Impact: highEffort: high

    Weekly: a limited egg or event. Monthly: a new island. Plan four weeks ahead so the team isn't crunching.

    Measure: 7-day growth staying positive between majors

  2. Ship a Halloween egg and icon this week

    Impact: mediumEffort: low

    Swap in a pumpkin-egg icon and a limited Spooky egg for 10 days. It takes little effort and players expect it.

    Measure: Daily players over the event versus the prior week

  3. Track every release in BloxIQ's experiment journal

    Impact: lowEffort: low

    Log what you shipped and when, so each review compares like with like and you learn which content moves numbers most.

    Measure: Release-review deltas over time

Section 9

Competitive position

6
/ 10

You own a recognisable cosy niche in a crowded genre. Pet Legends Valley is out of reach at 48K players, but your real comparison is the 2K–13K band, where Mythic Pets Odyssey is up 31% this week on the back of trading and weekly limited eggs, both things Hatchling Isles doesn't do yet.

What we found

  • A distinct art style in a sea of neon

    Most competitors use saturated neon visuals. Your warm, cosy look is a genuine point of difference worth leaning into in your icon and title.

    Evidence: Competitor thumbnails in the genre brief: 4 of 5 use neon or dark palettes.

  • Mythic Pets Odyssey is the one to watch

    It's the fastest-rising game near your size, and its growth lines up with a trading launch and weekly limited eggs.

    Evidence: Mythic Pets Odyssey: 6,300 CCU, +31% 7-day, 92% likes; page history shows weekly updates.

  • Trading is missing

    Four of the five closest competitors have trading. It's a major social and retention driver in pet sims, and players look for it.

    Evidence: Competitor descriptions mention trading in 4 of 5; your description and screenshots don't.

  • You're ahead of the games just below you

    Bubble Pets World is declining at a similar size, so there's room to take its players with a strong update.

    Evidence: Bubble Pets World: 2,700 CCU, −12% 7-day, 84% likes.

What to do

  1. Make trading the next major update

    Impact: highEffort: high

    Safe, simple trading with friends (with trade confirmations and value hints) closes the biggest feature gap and gives your loyal core a social reason to return.

    Measure: D7 retention and DAU/MAU

  2. Own the word “cosy”

    Impact: mediumEffort: low

    Use it in the description and future update names, and keep the warm palette in every thumbnail. Be the pet sim people choose to relax in.

    Measure: Visits per hour; like ratio

  3. Watch Mythic Pets Odyssey in a BloxIQ competitor group

    Impact: lowEffort: low

    Get alerted when it updates or spikes so you can see what's working without guessing.

    Measure: Competitor digest

Closest competitors

GamePlaying7-dayLikesEst. revenue
Hatchling Isles 🐣 [PETS] (this game)3,840−9%87%$26K–$140K
Pet Legends Valley48,200+4%93%$317K–$1.7M/mo
Egg Hunt Tycoon 212,900-2%89%$85K–$466K/mo
Mythic Pets Odyssey6,300+31%92%$41K–$228K/mo
Bubble Pets World2,700-12%84%$18K–$97K/mo
Pawprint Kingdom1,900+6%90%$12K–$69K/mo

Experiments to run

Icon redesign test

Hypothesis:
A close-up egg face on a darker background will be easier to read in lists and bring more visits at the same player level.
Change:
Run the current icon for 7 days, then the redesign for 7 days, with no other page changes.
Measure:
Visits per hour normalised for day of week
Run for:
14 days
Success looks like:
10%+ more visits per hour with the new icon

Starter Pack timing

Hypothesis:
Showing the offer after the first island instead of the first hatch will raise D1 retention without lowering paying conversion.
Change:
Move the offer to island completion as a dismissible banner.
Measure:
D1 retention and paying-user share (connected analytics)
Run for:
14 days
Success looks like:
D1 up 3+ points with conversion within 0.2 points of today

First hatch speed

Hypothesis:
A 3-second, guaranteed-uncommon first hatch will keep more new players into their third egg.
Change:
Shorten the first animation, add a skip, guarantee uncommon.
Measure:
New-player session length and D1 retention
Run for:
7 days
Success looks like:
New-player sessions up 2+ minutes

What this review couldn't see

  • We can't see where in the first session players leave. Adding Roblox funnel events (spawn, first hatch, first equip, island 2) would pinpoint the drop-off.
  • Retention by traffic source isn't available, so we can't tell whether new players from Discover behave differently from returning ones.
  • Screenshots don't show the trading-related social features of competitors in action; a short look at Mythic Pets Odyssey's trading flow would help scope yours.
  • Player counts are public observations collected by BloxIQ, so very short spikes between collections may be missed.

How this was made: BloxIQ's AI analysed BloxIQ public observations, Roblox game page metadata, BloxIQ revenue model (estimate), Your Roblox analytics (connected), Your gameplay screenshots. Nobody played the game; first-session findings come only from the screenshots provided. Player numbers are public observations, not Roblox's internal statistics, and revenue is a model estimate. Scores compare against successful games in the same genre and are a guide, not a guarantee.

Questions

Does the AI play my game?
No, and no tool honestly can: there's no permitted way to run a bot in Roblox. The review uses everything that is real: months of player observations, your page, icon and thumbnails, competitors, the revenue model, your Roblox analytics if you connect them, and the gameplay screenshots you upload. Anything it can't see is listed as a data gap, never guessed.
Which plans include reviews?
Studio includes 1 full review a month and Team includes 5. Allowances reset on the 1st of each month.
Can I review a competitor's game?
Yes, any game BloxIQ tracks. Reviews of your own game go deeper, because your connected analytics add real retention, session and revenue data.
How long does it take?
About two to four minutes. You can leave the page; the finished report waits in Game Reviews, and you can print it or save it as a PDF.
How accurate is it?
Every finding cites the number, quote or image it's based on, so you can check it. Player counts are public observations and revenue is a labelled estimate. Treat scores as an expert's guide, not a guarantee.

Find out what's holding your game back

Game Reviews are included with Studio (1 a month) and Team (5 a month).

AI Game Reviews · BloxIQ