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What to Fix Before Spending Another Robux on Ads

Ads amplify the experience that already exists. They do not repair it.

Far Boundary · · 3 min read

Advertising is a multiplier. Put a good first session behind it and you gain players. Put a confusing, slow or broken one behind it and you pay for a larger number of people to leave. This checklist is for the period before spending, or before spending more.

1. Onboarding

  1. Can a new player say what to do within the first thirty seconds, without help?
  2. Is the first goal visible on screen?
  3. Is there a reward early, before explanation ends?
  4. Have you watched at least a few people who never played, in silence?

2. First-session experience

  1. Are you logging the steps in the first session?
  2. Do most players reach the core loop once?
  3. Which step has the largest drop, and do you know why?
  4. Does the game open quickly, without long menus before play?

3. Retention

  1. Do you know D1 and D7 for recent cohorts, and how they have moved?
  2. Do you know what returners do that others do not?
  3. Is there a visible reason to come back at the end of a session?

4. Crashes and errors

  1. Are errors logged and reviewed?
  2. Do crashes cluster on certain devices or actions?
  3. Are known bugs in the first session fixed?

5. Performance

  1. Does it run acceptably on lower-end phones, which ad traffic often uses?
  2. How long does it take to load and become playable?
  3. Does it hold up when the server is full?

6. Monetisation

  1. Do you know what players can buy and when they first see it?
  2. Does the first purchase feel fair, not forced?
  3. Do you have a rough view of what a player is worth, so you can judge a cost per player?

7. Analytics

  1. Can you split results by traffic source and creative?
  2. Can you compare paid and organic players?
  3. Have you written down what result means continue and what means stop?

8. Ad and game match

  1. Does the creative show something a new player can reach quickly?
  2. Is the first minute consistent with what was promised?
  3. If the ad shows a rare or late item, does the game say how to get it?

Reading the result

If these failThen
Onboarding, first session, crashesFix before any spend
Retention, performanceFix or at least test with a small budget first
AnalyticsFix before spend, otherwise results cannot be read
MonetisationCan often be improved alongside small spend
Ad and game matchChange the creative or the game, then retest

Then start small

Begin with a modest, controlled test. Compare qualified plays, retention and playtime. Scale only when the post-click numbers are sound.

More on weak campaigns in Your Ads Are Working. Your Game Isn’t. and on when to pause in How to Know When to Stop Advertising a Roblox Game.