tabooharmony/roblox-brain

roblox-game-design

Use when designing or reworking a Roblox game: core loop, tutorial/FTUE, levels, economy, retention phases, juice, grind, curation.

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-game-design

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

Roblox Game Design Fundamentals

When to Load

Load for the structural craft of a Roblox experience: core loop and meta-game architecture, tutorial/FTUE structure, level design, economy design, retention-phase planning, juice/game feel, Bartle balance, grind avoidance, Today's Picks or Moments readiness. Route elsewhere: metrics/discovery → roblox-growth-design; persuasion/pricing → roblox-player-psychology; 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.
  • Bartle: Achievers/Explorers/Socializers/Killers form an ecosystem; over-serve one and the others leave.
  • Field data: measured onboarding/monetization/retention numbers (2026; see full.md).
Full framework details, checklists, case studies (Stardew, Hades, Artifact), and the curation/Moments prep: references/full.md

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