Roblox Game Design Fundamentals
SkillMediaTurns your agent into a Roblox Claude skill for designing game loops, tutorials, levels, and economies.
Use Roblox Game Design Fundamentals in Claude, ChatGPT or Ahel Desktop
Free. Sign in, add Roblox Game Design Fundamentals and connect your AI. About a minute.
Also: Claude Code · Cursor · Codex
Then ask your AI: use the Roblox Game Design Fundamentals skill
Details
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; Ahel provides instructions and does not run this skill.
No other account needed.
Add Ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
About this skill
Use when designing core loops, tutorials/FTUE, levels, economies, retention phases, juice, Bartle balance, grind avoidance, or curation readiness.
What this skill tells your AI
The instructions your AI receives, as published by tabooharmony/roblox-brain in skills/design/roblox-game-design/SKILL.md and read by Ahel’s review.
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
Signals
- GitHub stars
- 79
- Forks
- 7
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
roblox-game-design- Source
- github.com/tabooharmony/roblox-brain
github.com/tabooharmony/roblox-brain