Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add AshExplained/roblox-skills --skill roblox-game-ideasgit clone --depth 1 https://github.com/AshExplained/roblox-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-game-ideas)<a href="https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-game-ideas"><img src="https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-game-ideas/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/ashexplained/roblox-skills/roblox-game-ideas"><img src="https://agentmods.dev/badge/skills/ashexplained/roblox-skills/roblox-game-ideas.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00045 | $0.00877 |
| Opus 5 | $0.00023 | $0.00439 |
| Sonnet 5 | $0.00009 | $0.00175 |
| Haiku 4.5 | $0.00005 | $0.00088 |
Grade A, and why
roblox-game-ideas scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 80 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox Game Ideas
Goal
Create Roblox concepts that can win attention and keep players. Ideas must be playable quickly, social early, mobile-first, monetizable without breaking fairness, and suitable for frequent updates.
Winner Checklist
Every strong concept should include:
- First fun action within 10-30 seconds.
- One clear core loop that repeats cleanly and rewards every cycle.
- Short-term goals for instant gratification.
- Long-term goals that can last for weeks.
- A Day-1 return hook and a visible Day-7 aspiration reward.
- Social mechanics in the first session, such as co-op objectives, friends, groups, gifting, trading, leaderboards, or shared progress.
- Mobile-first controls with large targets, forgiving input, and no keyboard dependency.
- Progression signals: XP, currency, collections, zones, meters, rank, or visible unlocks.
- Fair monetization woven into the loop through optional passes, boosts, cosmetics, VIP, private servers, or event items.
- Server-authoritative handling for valuable state such as currency, inventory, purchases, rewards, and progression.
- A click-worthy icon, thumbnail, and searchable name direction.
Idea Format
For each idea, provide:
- Title and one-line promise.
- Player fantasy and target audience.
- First 30 seconds.
- Core loop.
- Social hook.
- Progression ladder.
- Retention hooks for Day 1, Day 3, and Day 7.
- Monetization that avoids pay-to-win.
- Mobile UX considerations.
- Update/event pipeline.
- Main risk and mitigation.
Scoring
Score concepts from 1-5 on:
- First-session clarity.
- Core-loop repeatability.
- Social retention.
- Progression depth.
- Mobile fit.
- Fair monetization.
- Live-ops potential.
- Build feasibility.
Prefer fewer, sharper concepts over many vague ones. If a concept scores poorly on first-session clarity or mobile fit, revise it before recommending it.
Grilling Mode (stress-test a chosen concept)
Once the user has picked a direction, switch from generating to grilling — interview them one question at a time to find the holes before any code is written. This is where a fuzzy concept becomes a buildable one.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 80 lines · 45 tokens per session scan A 9c9558b2b66c
roblox-game-ideas is a skill published in the GitHub repository AshExplained/roblox-skills (6 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 877 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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