Making cashgrabs that ride off of popular trends is unfortunately the go-to for people looking to make a buck on the platform. If you were one of those people who made a game based off of
Squid Game at the peak of its popularity, you'd be raking in the dough. You can't make a passion project unless you a). are willing to accept that Roblox will make a forced change to the engine that will fuck it up + you'll have to clean up the mess and b). are ready to appeal to children for the most part. A few somewhat enjoyable games like Deepwoken have risen out of the flames, but those games are visibly scarred by the issues with the engine: permanently online, no control over the servers (can't assign more memory to them), and no insight into how the engine works on a technical level.
For the "lack of control over servers" part, Deepwoken made the mistake of having the entire map on one server; games like Arcane Adventures already handled this issue by splitting its gigantic world into different servers you would join any time you traveled past a certain point in one of the parts of the map. Deepwoken would benefit from being able to have access to servers with more RAM, but they can't host their own dedicated servers and Roblox doesn't support allocating more ram to servers that certain games are hosted on.
I feel like Roblox could get away with having a client where you could make & play singleplayer games. Look at
HOURS, that game had
a peak of 4.6k players and now sits at around ~250-300 average despite it being singleplayer. Being able to play a game like that without having to have an internet connection would be great, especially considering the game is almost entirely localscript (clientsided), meaning that calculations, animations, and sounds are done by the user's computer and not by the server.
If they're aiming for younger devs, then starting with something as simple as singleplayer would probably be much more tolerable than throwing them right into making multiplayer games. It'd be a nice opportunity to teach people the pros and cons of both models: singleplayer requires less time to be poured in figuring out how to secure things and, therefore, lets people focus more on making a good game - whereas multiplayer opens up opportunities for interactions between players but runs the risk of bad actors like exploiters and, worse, people trying to prey on vulnerable people (children). For a game creation tool aimed for a younger audience, I think true singleplayer would've been great from the start.
...The alternative is just using Unity to make a singleplayer game. You'd be better off just making a passion project on Unity in the long run. I wouldn't mind the HOURS guy recreating his game on Unity, though. I would love for more people to see stuff like that on Steam. As stated previously, the person who made
Deadzone on Roblox moved onto creating
Unturned using Unity - to great success.
I used to be the kind of kid that spent mommy's credit card on Roblox. I would literally just buy catalog gears all the time because I thought they were cool. The old account I had all my gears on has been long since banned. I barely spend a dime on the platform nowadays, and the only thing I really miss back in the day were most of the gears working. Gears were wicked.
Another former OT user? I used the OT back in 2013 before all of the forums were removed. I thought I was a little 4channer back in the day and hosted occasional wiki raids on that subforum. Glad that's in the past now, lol.