roblox-game-design

roblox-game-design is a skill for Claude Code from TabooHarmony/roblox-brain. It costs 37 tokens per session (686 once invoked), scanned A, original, MIT.

A design guide for building Roblox experiences, covering the main gameplay loop, tutorials, levels, economies, progression, retention, game feel, and community goals. FTUE means the first-time user experience: what a new player learns and does first.

In plain words
What is it for?
Use it to design a Roblox core loop, onboarding, levels, progression and economy systems, retention phases, visual feedback, player-type balance, and preparation for Roblox discovery surfaces.
Why use it?
It gives a structure for deciding how moment-to-moment play connects to longer-term progression. It also helps separate core game design from player-behaviour persuasion and from analytics or discovery work.

Skill for Claude Code

Written for Claude Code: when-to-use in frontmatter.

Good fit Use it to design a Roblox core loop, onboarding, levels, progression and economy systems, retention phases, visual feedback, player-type balance, and preparation for Roblox discovery surfaces.

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Install with agentmods
npx agentmods add skills/tabooharmony/roblox-brain/roblox-game-design
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 TabooHarmony/roblox-brain --skill roblox-game-design
Clone the repo
git clone --depth 1 https://github.com/TabooHarmony/roblox-brain

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 roblox-game-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-game-design/github.svg)](https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-game-design)
Your own site
<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-game-design"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-game-design/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 roblox-game-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-game-design"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-game-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 686 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. Third-party audits
  • Socket pass 15 Oct 2026
  • Snyk warn 15 Oct 2026
How audits are shown
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 $0.00037 $0.00686
Opus 5.5 $0.00015 $0.00274
Sonnet 5.5 $0.00007 $0.00137
Haiku 4.5 $0.00004 $0.00069

Measured 8d ago against content hash 88a83481d124, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

roblox-game-design 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 8d 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.

skills/design/roblox-game-design/SKILL.md · 35 lines

What it actually says

Roblox Game Design Fundamentals

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

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 8d ago Changed · +1 lines 88a83481d124
  2. 28d ago Changed · -1 lines b60aaff7893f
  3. 1mo ago First seen · 35 lines · 37 tokens per session scan A 0372c21ca254

Subscribe to this mod's changes

roblox-game-design is a skill published in the GitHub repository TabooHarmony/roblox-brain (124 stars, last pushed 9d ago), licensed MIT. It adds 37 tokens to every session and 686 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-09-24.