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Don't Overfeed the Baby

Don't Overfeed the Baby

A Roblox experience owned by Guidelight.

MinigamesENmultiplayerpower cardscasual

Don't Overfeed the Baby is a minigame experience created on 2026-01-13. It has accumulated 2,258,127 lifetime visits and 41,859 favorites. The title holds a 79% like percentage. Currently, six players are active. The game allows users to compete by managing a baby and utilizing power cards obtained from chests.

Description (written by the developer; not a statement by this register)

👶🏼 You and your opponent try not to overfeed the baby 🔮 Use power cards to gain advantage 💰 Unlock chests to get power cards ⚡ Your power cards are literally being charged while you are offline 🎮 Available on pc, mobile, tablet and console Report bugs and give feedbacks at the community link below. I read them all 📩

Last updated by the developer 29 Mar 2026, 12:10 UTC.

6
playing (measured 10 Aug 2026, 20:32 UTC)
2,258,127
lifetime visits
79%
liked (2,418 👍 / 632 👎)
42,812
favourites (19.0 per 1k visits)
13 January 2026
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
10 Aug 2026, 20:325first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

"Shadow" Win Effect
129 R$
VIP
99 R$
x2 Faster Charging
79 R$
x2 Money
79 R$
"Universe" Win Effect
69 R$
Unlock 6th Card Slot
59 R$
x2 Chest Luck
49 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

Welcome · welcome1,492,148 · 100.0% win
Win a Match · progression1,115,440 · 80.2% win
Win 5 Matches · progression261,670 · 12.3% win
Win 10 Matches · progression81,418 · 6.2% win
Win 50 Matches · progression1,972 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

7914 August 2026 — 79 % liked24 August 2026 — 79 % liked3 September 2026 — 79 % liked13 September 2026 — 79 % liked23 September 2026 — 79 % liked3 October 2026 — 79 % liked13 October 2026 — 79 % liked23 October 2026 — 79 % liked14 August 202623 October 2026
8 measurements spanning 70 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 78–80 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
23 Oct 2026, 11:3279no change
13 Oct 2026, 11:3079no change
3 Oct 2026, 11:2379no change
23 Sept 2026, 11:2279no change
13 Sept 2026, 11:2179no change
3 Sept 2026, 11:2079no change
24 Aug 2026, 08:3179no change
14 Aug 2026, 08:3079first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.