About roblox-game-design
A design skill for planning the structure of Roblox experiences, from core loops and tutorials to levels, economies, and retention. It directs growth, psychology, VFX, and analytics questions to separate skills.
Key features
- 01Plans core loops and progression layers
- 02Shapes tutorials and first-time user experience
- 03Guides level and economy design
- 04Addresses retention phases and grind
- 05Balances player types using Bartle
Use cases
- 01Structuring a Roblox game's core loop
- 02Planning tutorials and level progression
- 03Reviewing currency sources, sinks, and prices
- 04Reducing grind and planning retention
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ tabooharmony/ roblox-brain --skill roblox-game-designAfter installing, type/roblox-game-designin Claude Code to confirm it loaded.
Bundled filesreferences/full.md
Details
From the project READMERoblox 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