retention-analysis

retention-analysis is a skill for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 33 tokens per session (827 once invoked), scanned A, original, MIT.

A guided review of player-retention data for a Roblox game, including how many players return after one, seven, and 30 days. It also examines session length, play frequency, new-player progress, and related metrics.

In plain words
What is it for?
Use it to compare game metrics with target levels, find the largest weakness, form improvement ideas, and create an action plan.
Why use it?
It helps identify which part of the player journey is losing people and suggests possible causes to investigate. Retention means the share of players who come back after a set number of days.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to compare game metrics with target levels, find the largest weakness, form improvement ideas, and create an action plan.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/codephobiia/claude-roblox-game-studio/retention-analysis
Install

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.

Any agent
npx skills add CodePhobiia/claude-roblox-game-studio --skill retention-analysis
Clone the repo
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studio

Made for: Claude Code.

Wrote 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.

agentmods badge for retention-analysis

README.md
[![agentmods](https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/retention-analysis/github.svg)](https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/retention-analysis)
Your own site
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/retention-analysis"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/retention-analysis/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.

agentmods 80×15 button for retention-analysis

Your own site · 80×15
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/retention-analysis"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/retention-analysis.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 827 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00033 $0.00827
Opus 5 $0.00016 $0.00413
Sonnet 5 $0.00007 $0.00165
Haiku 4.5 $0.00003 $0.00083

Measured 9d ago against content hash 09952670d693, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

retention-analysis 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 9d 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.

.claude/skills/retention-analysis/SKILL.md · 104 lines

How it starts

The opening of the file, as written. The whole thing — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/retention-analysis — Retention Metrics Analysis

Delegate to: analytics-retention-specialist

Steps

1. Gather Data

Ask the user to provide or pull from Roblox Analytics:

  • Retention: D1, D7, D30 percentages (current + last 30 days)
  • Sessions: Average session length, sessions per day per user
  • Funnel: New player funnel step completion rates
  • Concurrent Users: Peak CCU, average CCU trends
  • Revenue: ARPDAU, conversion rate (if applicable)
  • Platform split: Mobile vs. PC vs. console %

2. Benchmark Against Targets

Metric Target Current Delta Status
D1 Retention > 25% ?% ? 🟢/🟡/🔴
D7 Retention > 12% ?% ? 🟢/🟡/🔴
D30 Retention > 5% ?% ? 🟢/🟡/🔴
Avg Session > 15 min ? ? 🟢/🟡/🔴
Sessions/Day > 1.5 ? ? 🟢/🟡/🔴
Conversion > 3% ?% ? 🟢/🟡/🔴

3. Identify Weakness

Which metric is furthest from target? That's the priority.

4. Hypothesis Generation

For the weak metric, brainstorm causes:

Low D1 Retention:

  • FTUE is confusing or slow
  • No first-session reward
  • Performance issues on first load
  • Crashes on first play

Low D7 Retention:

  • No reason to come back
  • Daily reward not compelling
  • Content runs out quickly
  • Social features missing

Low Session Length:

  • Session loop too short
  • Nothing to do after core loop
  • AFK handling kicks players

Low Conversion:

  • Monetization not discoverable
  • Items not appealing
  • Too expensive for perceived value
  • Pay-to-win pushback

5. Recommend Experiments

For top 2-3 hypotheses, recommend experiments:

  • Change: What to change
  • Measure: What metric will tell us if it worked
  • Duration: How long to run
  • Sample: How many players needed

6. Generate Report

Save to production/analytics/retention-<date>.md on approval using .claude/docs/templates/retention-report-template.md.

# Retention Analysis: [Period]

**Date**: YYYY-MM-DD
**Period analyzed**: [start] to [end]

## Summary
[1-3 sentences on overall health]

## Metric Status
[Table from step 2]

## Primary Concern
**[Metric name]** is [X%] below target.

## Hypotheses
1. [Hypothesis 1 with reasoning]
2. [Hypothesis 2 with reasoning]
3. [Hypothesis 3 with reasoning]

## Recommended Experiments
### Experiment A: [Name]
- Hypothesis: [What we think will work]
- Change: [Specific change to make]
- Measure: [Metric to watch]
- Duration: 7 days
- Required sample: 500 players per variant

## Next Steps
1. Decide which experiment to run first
2. Implement via live-ops-specialist
3. Monitor metric daily
4. Review results in 7-14 days

Read the full file on GitHub · 104 lines

Changes

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.

  1. 9d ago First seen · 104 lines · 33 tokens per session scan A 09952670d693

Subscribe to this mod's changes

retention-analysis is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 33 tokens to every session and 827 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 2026-09-03.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens