Roblox Game Design

TabooHarmony/roblox-brain/skills/design/roblox-game-design

by TabooHarmony38826be57ee37bcf023e9c2b85681bea3909281cNo licenseListed Oct 9, 2026Updated Oct 9, 2026

Use when designing core loops, tutorials/FTUE, levels, economies, retention phases, juice, Bartle balance, grind avoidance, or curation readiness.

Instructions onlyDesign & Creative
AI-generated overview

Guides Roblox game design: core loops, tutorials, levels, economies, retention phases, and curation readiness.

What it does
Provides a structured framework for designing Roblox experiences, covering core loop and meta-game architecture, tutorial and FTUE structure, level design, economy design, retention-phase planning, game feel, Bartle player balance, and grind avoidance. It also covers readiness for Roblox curation programs such as Today's Picks and Moments. A reference file holds fuller framework details, checklists, and case studies.
When to use it
Use when planning or reviewing the structural design of a Roblox experience, such as its core loop, onboarding, levels, economy, or retention phases. Also useful when preparing a game for Roblox curation or discovery programs.
Requirements
No scripts or tools required; instructions and a reference document only. Network access is not needed to use the skill.

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 [blocked]

Source and attribution

Source:TabooHarmony/roblox-braininskills/design/roblox-game-designat commit38826be

License: No license

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