mcpField
R
roblox-player-psychology

roblox-player-psychology

github.com/tabooharmonyMarketing & growth1381.3k installsUpdated 2w ago
Repository

About roblox-player-psychology

roblox-player-psychology is a skill for Roblox designers working on player behavior and persuasion. It covers early-session hooks, retention, rewards, pricing, RNG and community formation, and points to related skills for design, growth and monetization topics.

Key features

  1. 01First-minute player onboarding principles
  2. 02Retention benchmarks and behavioral levers
  3. 03Reward schedules and return hooks
  4. 04Pricing ladders and RNG odds
  5. 05Community-building approaches

Use cases

  1. 01Improve the first minute of a Roblox game
  2. 02Choose levers for retention goals
  3. 03Plan reward schedules and return hooks
  4. 04Review pricing and paid RNG design

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-player-psychology

After installing, type/roblox-player-psychologyin Claude Code to confirm it loaded.

Bundled filesreferences/full.md

Details

From the project README

Roblox Player Psychology

When to Load

Load for behavior/persuasion questions: what happens in the first 60 seconds, why players return, reward schedules, streaks, pricing psychology, gamepass ladders, crate/RNG odds and pity, or turning players into a community. For structural craft (core loop, FTUE structure, level design, economy sources/sinks) load roblox-game-design; for dashboard diagnosis, discovery, and the algorithm load roblox-growth-design; for purchase implementation load roblox-monetization.

Quick Reference

First 60 seconds (50% of new players never return)

0–5s spawn in-world (no logo/cutscene) → 5–10s do the core verb → 10–30s first reward lands → 30–45s open a loop (next milestone looks close) → 45–60s taste of premium (expiring boost). Six effects: Zeigarnik (hand an incomplete goal in 10s), endowed progress (never start at zero), peak-end (best effect in minute one), cognitive load (one mechanic/one button/one goal), isolation (only the wanted action glows), reciprocity (give before the shop).

Retention benchmarks & levers

D1 20/30/40% · D7 8/15/20% · D30 3/7/10% (good/great/excellent; compounds; 40% D1 ≈ 3× the players of 25% D1 by day 30). Low number → lever: PTR→curiosity gap/social proof; D1→Zeigarnik, endowed progress; session→flow, variable reward; D7→goal gradient, collections; D30→habit loop, social identity; conversion→anchoring, charm pricing; ARPPU→ladders, visible status.

Hooks, pricing, RNG

Four reward schedules (fixed/variable × ratio/interval); layer all four. Hooks: appointments, streaks with one forgiven day, rotation, shared clan goals, hook model, specific timers ("Back in 4h 32m"). Ladder: 49–99 break threshold · 199–399 convenience · 499–799 luck+power · 999+ identity. RNG: 5 tiers (55/27/12/5/1%), show the pool and pity counter. For paid RNG implementation, check current Roblox guidance in roblox-monetization.

Full detail, tables, and community loop: references/full.md

Comments

Markdown supported