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.

查看源码

使用方法

  1. 复制安装命令,在自己的智能体环境安装前先检查源码包。
  2. 从原始文档核对所需工具、凭据和支持的宿主。
  3. 说明输入材料与期望交付物,并对照来源检查输出。
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-game-design

开始前需了解

  • 安装不包含模型订阅、API 额度或访问文件的权限。
  • 仓库星数和安装量反映活跃情况,不等于独立质量或安全测试。
仓库原始内容

按源仓库内容呈现,保留标题、案例、代码、表格、链接以及原文引用的演示图片。

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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