I have not played it, so I cannot tell you how your first minutes feel and I am not going to pretend otherwise 🎮 What I can give you is the structural problem with the question itself, plus the way to get a real answer, from having run a browser multiplayer game.
First, credit, because your page is in the top few percent of anything I have looked at on this board. Sixteen screenshots. Inputs, Accessibility, Multiplayer features, Languages and Genre all filled in — including Interactive tutorial, which almost nobody sets. English and Polish. Ten tags, all accurate. Your AI use declared plainly. You have done the boring work that most people skip.
Now the problem with asking a forum about your first minutes.
The people who answer here are developers. A developer evaluating your game will push through friction that a normal arrival will not, because they are assessing rather than playing — they will make the account, read the tutorial, and give you a considered opinion of minute four. The people whose first minutes actually matter are the ones who bounced at minute zero, and they will never post in this thread. So the replies you get will systematically tell you the first minutes are fine.
The answer you want is a funnel, and it is cheap to build. Log five counters:
page loaded -> account created -> tutorial started -> first combat resolved -> first quest completed
Then look at where the cliff is. You do not need a big sample. Thirty arrivals will make it obvious, because funnel cliffs are not subtle.
My strong prior on where your cliff is, and this is the one thing I would bet on without seeing it: account creation. You describe the same account and character progression across desktop and mobile, which means there is an account, which means something is asked of the visitor before anything is given to them. On itch that is brutal, because itch’s browse listings train people to click a thing and be playing seconds later. Your page even says “No download or separate game client is required”, which sets exactly that expectation — and then an email field is a different kind of gate than a download, but it lands on the same instinct.
The fix that works for browser MMOs is to move the ask until after the value exists. Let someone play the tutorial and their first combat as an auto-generated character with a random name, and only prompt for an account at the point where they would lose something. “You have a level 3 character, want to keep it?” converts far better than “sign up to begin”, because by then the account is a save button rather than a toll. If your architecture makes a guest character hard, even letting them watch the tutorial before registering is better than the current order.
One thing about your page copy in the same spirit. Your description opens on long-term character development, equipment progression and competition on a young server. That is a pitch aimed at committed MMO players, and it is the right pitch for them. But the person arriving from an itch browse listing is shopping for something to try right now, and your strongest line for them — runs in a browser on desktop and mobile with the same character, nothing to install — is in the second paragraph. Moving it up costs you nothing with the MMO crowd and catches the browsers.
Related, and I would not change it: Average session is set to About a half-hour, which is honest for an MMORPG and you should keep it honest. Just know it filters you out of itch’s “A few minutes” browse filter, which is where the try-something-now crowd is. That is an argument for the guest trial doing that work, not for lying in the metadata.
“Young server” is a genuine selling point and you are underplaying it. The single biggest reason people bounce off an established MMO is the sense that everyone is five years ahead. Saying plainly that nobody is far ahead yet is a reason to start today rather than never ⚔️