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roblox-game-design

Roblox game design: core loop, FTUE, level design, economy sources and sinks, retention, juice, genre conventions.

Skill by JashanMaan28

IndexedMIT
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

Roblox game design: core loop, FTUE, level design, economy sources and sinks, retention, juice, genre conventions. Use when designing or reworking a game, when players quit early, or when balancing rewards and prices.

Use cases: design

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Nov 1, 2026.

Tools
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/roblox-game-design

What's inside

Skill name
roblox-game-design
Description
Roblox game design: core loop, FTUE, level design, economy sources and sinks, retention, juice, genre conventions. Use when designing or reworking a game, when players quit early, or when balancing rewards and prices.
License
MIT
Instructions
22 lines in SKILL.md · view on GitHub

Files (4)

  • ATTRIBUTION.md
  • LICENSE
  • SKILL.md
  • full.md · references/

SKILL.md (first lines)

# Roblox Game Design Fundamentals

## When to Load

Load for the structural craft of a Roblox game: core loop and meta-game architecture, tutorial/FTUE structure, level design, economy design, retention-phase planning, juice/game feel, Bartle balance, grind avoidance, genre conventions, Today's Picks readiness. Route elsewhere: metrics/discovery → `roblox-growth-design`; persuasion/pricing psychology → `roblox-player-psychology`; purchase implementation → `roblox-monetization`; VFX → `roblox-animation-vfx`; economy telemetry → `roblox-analytics`.

## Quick Reference

- **Core loop first**: three layers must each work: core loop (moment-to-moment), meta-game (hour-to-hour), long-term progression (day-to-day). If the raw actions aren't fun, nothing above them survives.
- **Retention phases**: D0–7 understandability/novelty/stability → D7–30 progression/mastery/return triggers → D30–90 social comparison/LiveOps → D90+ community.
- **Teach invisibly**: teach through experience, never popups; environmental teaching, dynamic UI, kinesthetic learning, show don't tell, inverted pyramid of complexity.
- **Levels**: Kishōtenketsu (safe intro → develop → twist → conclusion) plus the invisible hand (coins/lighting guide without text) and fairness (deaths feel the player's fault).
- **Economy**: every source needs a sink; soft/hard/social currencies; prices must scale with the power curve; watch hoarding, churn at choke points, currency devaluation.
- **Anti-grind**: grind is a state of mind, not a mechanic. Fix with juice, skill ceilings, and measurable chunks. Never manufacture frustration to sell relief.
- **Bartle**: Achievers/Explorers/Socializers/Killers form an ecosystem; over-serve one and the others leave.
- **Genres**: obby, tycoon, simulator, tower defense, horror, RPG, fighting/PvP, roleplay/hangout each come with player expectations and known pitfalls (full.md §11).
- **Paid randomness**: any Robux-funded random reward needs numerical odds disclosure and a `PolicyService` `ArePaidRandomItemsRestricted` path (implementation → `roblox-monetization`).
- **Field data**: experience-based onboarding/monetization/retention observations (2026; heuristics, not platform rules; see full.md).

> Full framework details, checklists, case studies (Stardew, Hades, Artifact), genre conventions, and curation prep: [references/full.md](references/full.md)

From JashanMaan28/roblox-agent-kit, MIT.

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Last commit (this folder)
Oct 19, 2026 (14 days ago)

From GitHub (fetched Oct 24, 2026).

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License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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roblox-game-design skill. Agent Mart. https://agentmart.dev/skills/jashanmaan28-roblox-game-design (last updated 2026-10-24)