Como usar
- Copie o comando e verifique o pacote antes de instalar no seu ambiente de agente.
- Consulte no original as ferramentas, credenciais e ambientes necessários.
- Descreva os dados de entrada e a entrega esperada; confira a saída com as fontes.
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-game-designAntes de começar
- A instalação não inclui assinatura de modelo, franquia API ou acesso aos seus arquivos.
- Estrelas e instalações indicam atividade, não um teste independente de qualidade ou segurança.
Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.
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


