Roblox Game Design Fundamentals

SkillMedia

Turns 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.

Add Ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Roblox Game Design FundamentalsStart free
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