Roblox Player Psychology
SkillProductivityTeaches your agent the Roblox Claude skill playbook for designing rewards, streaks, pricing, and retention loops.
Use Roblox Player Psychology in Claude, ChatGPT or Ahel Desktop
Free. Sign in, add Roblox Player Psychology and connect your AI. About a minute.
Also: Claude Code · Cursor · Codex
Then ask your AI: use the Roblox Player Psychology 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 persuasion/behavior mechanics: first minute, reward schedules, streaks, pricing, RNG/pity, community loop.
What this skill tells your AI
The instructions your AI receives, as published by tabooharmony/roblox-brain in skills/design/roblox-player-psychology/SKILL.md and read by Ahel’s review.
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
Signals
- GitHub stars
- 79
- Forks
- 7
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
roblox-player-psychology- Source
- github.com/tabooharmony/roblox-brain
github.com/tabooharmony/roblox-brain
More in Productivity
Skill · coreyhaines31
More in Productivitygws-calendar
Skill · googleworkspace
More in Productivitylark-minutes
Skill · larksuite
More in Productivitylark-workflow-standup-report
Skill · larksuite
More in Productivityenergy-procurement
Skill · affaan-m
More in Productivityhomelab-pihole-dns
Skill · affaan-m
More in Productivity