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Let's hear a more objective perspective:

There are a lot of different tools available for us to create games.  They all have different strengths, weaknesses, and learning curves.  Some prefer that you have some development/design experience, others are great to learn on for building games for your first to first hundred times. 

Personally, I built my first game on a visual scripting engine called Construct 2.  I didn't have any coding knowledge and I was intimidated by it, but that was ok!  I learned a ton and felt proud that I finished my tiny game all on my own.  I later moved to Gamemaker where I built more ideas and started to learn how to code.  Nowadays I work in Unity, where I write almost all of my own code.  After this jam, I'll have 8 jams complete in Unity as well as other projects. 

What does that anecdote demonstrate?  Everyone has their own learning paths.  As long as you're comfortable learning new things, there isn't really a bad tool to pick.

I personally don't have any experience in Roblox Studio or Core so maybe I'm off track here, but they seem very similar in premise.  Both Roblox and Core are platforms where a creator can create content and experiences by building off an already solid and familiar framework.  That being said, there may be an argument to be made that learning to develop in Core could provide an avenue for transitioning into working in the Unreal Engine.  It may take some time and practice, but I'm sure it can be done!

If your experience is in Roblox Studio, I'd bet it's a great starting point for learning to code and design games.  If that's the case, however, I'd personally encourage you to give Core a shot for this jam.  I expect that it would be a great learning and growth opportunity for you.

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Its just that I've started work on my commercial game and couldn't decide the engine. So i thought id take suggestions...

Roblox is a choice in which it will be a little harder to work in but since it just went over steam in terms of the most played platform( Roblox's most popular game "Adopt Me" has over 3 Billion Views, that's insane! )

Godot, on the other hand, is easier but then theres a harder chance of popularity on itch and even smaller a chance to monetize, as compared to Roblox, in which its so easy to monetize and make money, i mean, ive already made $10 from selling 3D models!

The people with front page games on Roblox are the ones who have earned over $1M now through the platform! And all that went to just one guy!

ROBOLOX or not do what you want but you must remember that not much people will play your game and most likely you'll get downloads but little or no ratings.

Bold of you to assume anyone will play your game, even if it's a web game. XD

Aye, I accept your challange. We'll see who is better when the jam is over. I'll check yours out post jam and check mine and see who's better.

Good luck

Oh no, I wasn't meaning your game would be bad, I was more just being pessimistic about how most big game jams go. It's not uncommon for a lot of games to go unplayed by anyone else but the completionists (and the hosts), regardless of how good the games are. But, I'll still play your game!

Yay my first reviewer

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What I understand from this is that Roblox demonstrates large earning potential.  A million is definitley no small amount, that's for sure.  But we have to remember that there is (in any games market) a large gap between the earnings of select popular games we see on front pages and the earnings of a typical small developer.

Here is a table demonstrating this principle from this article:  https://medium.com/@sm_app_intel/a-bunch-of-average-app-revenue-data-and-why-you-should-ignore-it-2bea283d37fc

Image for post

This table displays in-app earnings from a single day for different Action games on both the App Store and Google Play Store.  This demonstrates the descrepancy between the big titles on the front pages and what most people actually publish.   

Here is also a GDC talk by Mike Rose talking about this same phenomenon on Steam:


The moral of these grim statistics is this: you absolutely MUST NOT assume you will find success based on the success of popular titles.

I expect that with so many games in Roblox's registry, the statistics follow a similar trend to this.  As far as I'm concerned there is no escaping the fact that succeeding in any games market is actually much harder than making a good game in the first place.

I do not say these things to try to discourage you or tell you that you won't make money or find success.  I myself have not released a commercial game, but I've attempted it many times and continue to despite weak financial prospects.  I say these things to help you to keep your expectations realistic.  I'm going to go out on a limb and say that there is a 99% chance that you won't make anywhere near as much money as Adopt Me on Roblox.  Of course, that's also true for Clash of Clans on mobile or PUBG on Steam.  

When you are learning to make games and program, I think that Roblox is a good way to start.  However, for a financial endeavor, I'm much more pessimistic about that platform for other reasons. 

 For example, if you create a game in the Roblox platform, it's stuck there.  Your game is exclusively available to only Roblox players.  A Roblox developer is also at the mercy of Roblox themselves.  If Roblox makes a change that hurts a developer or a game, there's not much that can be done about it.  That principle, of course, still applies to other markets.  Apple for example is removing Epic products from the App Store.  Other than legal squabbles, there's nothing they can do about it.  BUT:  Developing in an environment separate from the markets you intend to sell in gives you flexibility and longer customer reach because your game is yours and you can do whatever you want with it.  Sure, Epic may be hurt by that move, but it has other avenues to sell their games and make money.  On the other hand, if a Roblox developer were too, say, get banned or something from the platform, then POOF.  All of their work is gone. 

I've only worked in Godot a little bit, so I don't know much first-hand about whether it's a good engine to work in.  I do know that many say it's great and I don't doubt them.  I would personally suggest that if your intention is to earn some money to go with Godot because then everything about your game will belong to you and not Roblox.  You can also sell your work in multiple places.  Itch.io can be monetized, and I know that you can put a finished game on Steam when you meet some requirements and pay a 100$ fee to sell.  If Godot can port to things like iOS and Android, that's 2 more potential avenues if your game can use an appropriate control scheme.  Of course, even if you do sell on all of these platforms, you still probably won't make much money

But, even if you make 1 single cent, you'll still be miles ahead of many others because you made money by making a video game that's yours.

Don't forget as well that if it doesn't work out the way you wanted it to, it doesn't mean that it was a waste of time or effort.  Failure is success in progress.  By making any financial game you'll learn so, soo much that you will take with you to the next attempt regardless of where you make it. 

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Unfortunately, im not allowed to like posts but I would like your post if i did have that ability.

All that you said, i already knew that thats the case, i mean, adopt me has a developer range of a 100, seriously!

I still have a long way to go, and i accept that fact.

But, I don't know how itch.io monetization works, my main reason of using roblox was that I knew how robux work and how to get them, but other than that, not much. If theres a system in itch that the money you make will be stored somewhere and you can take that out then ill totally work with Godot as no one in my family has a credit card so i must have a way to store that amount till im 18+ and can get a credit card of my own, so basically 3 years later.

Thx for your non-biased response :)

no one in family got creddit card? how do you buy stuff?

We go to malls and street markets.

And COD on online deliveries.