build-game
Build a complete Roblox game from a one-line pitch or an existing design/ spec: game-spec interview, Rojo scaffold, then every feature implemented…
Skill by JashanMaan28
Install
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About
Use cases: documents, design, agent-building
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/build-game
What's inside
- Skill name
build-game- Description
- Build a complete Roblox game from a one-line pitch or an existing design/ spec: game-spec interview, Rojo scaffold, then every feature implemented, lint/type-checked, unit-tested, playtested in Studio and committed, through polish, review and a release report. Resumes across sessions. Use when the user wants an agent to make a whole game, or to continue a build in progress.
- License
- MIT
- Instructions
- 81 lines in SKILL.md · view on GitHub
Files (7)
- SKILL.md
- art-direction.md · references/
- feature-loop.md · references/
- foundation.md · references/
- milestones-and-release.md · references/
- visual-review.md · references/
- world-building.md · references/
SKILL.md (first lines)
# Build a game
Takes a game from pitch to a verified, launch-ready Rojo project. The build is long: it runs across many context windows and sessions, so all state lives in files (`design/`, git), never only in the conversation.
```
pitch ─▶ game-spec ─▶ design/GAME_SPEC.md + design/features.json (approved)
─▶ scaffold (rbx-new) ─▶ M0 Foundation ─▶ M1 Core loop ─▶ M2 Progression
─▶ M3 Content, juice, FTUE ─▶ M4 Monetization, social, launch ─▶ release report
each feature: next ▶ start ▶ implement ▶ check ▶ test ▶ playtest ▶ done ▶ commit
```
`<plan>` below means `node tools/game-plan.mjs` inside the project (or `node "${CLAUDE_PLUGIN_ROOT}/scripts/game-plan.mjs"` before scaffolding).
## Autonomy contract
Once the spec is approved, build without stopping for permission. Decide implementation details yourself from the spec, the recipe and the kit skills; record non-obvious choices in `design/DECISIONS.md`. Stop and ask only for:
1. Spec approval (interactive mode; skipped with `--auto`).
2. Outward-facing or irreversible actions: publishing, creating products/passes, writing to live DataStores, spending beyond the asset budget approved in spec §14.
3. Things only the user can do: open Studio / enable its MCP server, connect the Rojo plugin, restore a minimised Studio window, provide ids.
Everything else (bugs, failing tests, design gaps inside the spec's intent) you resolve.
## Phase 0: Preflight
1. Load `roblox-kit` (the loop, rules, skill index) and `studio-mcp`.
2. Find or choose the project directory: `--dir`, the current Rojo project, or a new folder named after the game.
3. Studio: `list_roblox_studios` (retry for ~30 s), pick the Studio with the target place, `get_studio_state`. The build needs a connected Studio for playtests: if none is connected, ask the user once to open Studio with a baseplate (or their place) and enable *Studio as MCP server*; `studio-mcp` and `roblox-get-started` cover fixes.
4. Rojo: after scaffolding, run `rojo serve` in the background (Bash `run_in_background`) from the project root and ask the user once to click **Connect** in Studio's Rojo plugin; confirm by checking `ServerScriptService.Server` exists via `inspect_instance`.
5. Capabilities, noted in PROGRESS.md: cloud tests (`cloud_config_status`), image generation for reference art (`node "${CLAUDE_PLUGIN_ROOT}/scripts/refimage.mjs" detect`).
## Phase 1: Spec
- `design/features.json` exists → this is a resume: go to "Session start" below.
- Otherwise load `game-spec` and run it with the pitch and flags (`--auto`, `--mvp`). It writes `design/GAME_SPEC.md`, `design/features.json`, `design/DECISIONS.md` and gets approval. Write `design/PROGRESS.md` with the header line.
## Phase 2: Scaffold
If the directory isn't a Rojo project: `node "${CLAUDE_PLUGIN_ROOT}/scripts/rbx-new.mjs" <dir> --name <name>` (it accepts a folder holding only `design/`). Then `node tools/rbx-check.mjs`, `<plan> validate`, and the first commit: `Scaffold <game> and add game spec`. Then connect Rojo (Preflight step 4). Existing project: keep its conventions; the CORE features adapt to what's there.
## Phase 3: Build loop
Work features strictly one at a time in `<plan> next` order, following [references/feature-loop.md](references/feature-loop.md):
```
next → start → read spec refs + skills + existing code → implement (Logic+spec first)
→ rbx-check → TestRunner → playtest each criterion → regression → done --evidence → guard → commit → PROGRESS.md
```
- M0 features: [references/foundation.md](references/foundation.md). CORE-00 creates the style profile and reference images everything is built toward: [references/art-direction.md](references/art-direction.md). World, terrain, lighting and assets: [references/world-building.md](references/world-building.md).
- Every `visual` criterion goes to an independent judge subagent that captures the shot and scores it against the reference: [references/visual-review.md](references/visual-review.md).
- Genre systems: the recipe named in the spec header (`${CLAUDE_PLUGIN_ROOT}/skills/game-spec/references/genres/<genre>.md`) has the tricky-part notes, QA commands and playtest scripts for this genre; read the relevant section before each genre feature.
- After the last feature of each milestone: the milestone gate in [references/milestones-and-release.md](references/milestones-and-release.md).
- Use the task list for the current feature's steps; `features.json` stays the source of truth.
- Delegate read-only work (searching a large codebase, the `roblox-reviewer` audit) to subagents; keep Studio-driving and edits in the main session (one Studio, one writer).
## Session start (every new session or after a context reset)
1. `cat design/PROGRESS.md`; `<plan> status`; `git log --oneline -15`; `git status`.
2. Uncommitted changes: inspect them against the in-progress feature. Finish and verify them, or revert them deliberately (`git restore`), never commit unverified work as done.
3. Preflight steps 3–4 (Studio and Rojo connected).
4. `node tools/rbx-check.mjs` and the full TestRunner; then the core-loop smoke test if M1 is done. Fix any regression before new work.
5. Continue with `<plan> next`.
## Phase 4: Release
M4 ends with the LAUNCH features: reviewer pass, performance budget, store art, a fresh-player full-journey playtest, and `design/RELEASE.md` ([milestones-and-release.md §5](references/milestones-and-release.md#5-launch-readiness-m4)). Then give the final report ([§6](references/milestones-and-release.md#6-final-report)). Don't publish unless the user explicitly asks in this conversation.
## Guardrails
- **Done means evidence.** A feature is `done` only through `<plan> done` with one evidence string per acceptance criterion, observed after the final code change. Never write status or evidence into `features.json` by hand.
- **Requirements are frozen.** Never edit criteria, delete tests or loosen assertions to get green. A wrong spec gets a revision (`game-spec` features-schema §6) with the reason; `<plan> guard` runs before every commit.
- **One feature in progress.** Finish, or `block` with a reason, before starting another.
- **Aim at the references.** Look-changing work starts from its reference image in `art/refs/` and isn't done until the judge passes it; the builder never grades its own screenshots.
- **Verify like a player.** QA commands set up the `given`; the `when` is done through character, keyboard, mouse and UI input. Assert on server state, client state and console, plus screenshots for visuals.
- **Kit rules apply everywhere:** server authority and validated remotes, `--!strict`, ProfileStore Mock in Studio, `task` library, cleanup, reuse before adding (`roblox-kit`).
- **Clean every experiment.** Stop playtests, remove probes and temporary parts, keep `Workspace.World` owned by the builders.
- **Commit per feature** with the evidence summary; tag milestones. The repo must always build and pass tests at every commit.
- **Report honestly.** Blocked features, unrun checks and things only the user can do go in PROGRESS.md and the final report.From JashanMaan28/roblox-agent-kit, MIT.
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Signals
- Stars
- 0
- Forks
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- Open issues
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- Last commit (this folder)
- Oct 19, 2026 (9 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/JashanMaan28/roblox-agent-kit
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
build-game skill. Agent Mart. https://agentmart.dev/skills/jashanmaan28-build-game (last updated 2026-10-24)