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roblox-game-design

该 Skill 以纯文本形式提供 Roblox 游戏设计的结构性方法:核心循环与元游戏分层、教学式 FTUE、Kishōtenketsu 关卡与隐形引导、货币来源与消耗及价格曲线、D0 至 D90+ 留存阶段、游戏手感与反枯燥、Bartle 玩家类型平衡,并给出设计审查清单与案例。

TabooHarmony
热度 0.00
最近更新 2026-10-18 22:40:30
分类:创作依赖:纯提示词应用场景:概念解释 / 报告撰写 / 故事创作

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add tabooharmony/roblox-brain/roblox-game-design
Metadata
name
roblox-game-design
description
Use when designing or reworking a Roblox game: core loop, tutorial/FTUE, levels, economy, retention phases, juice, grind, curation.
when_to_use
Also when players quit early, the game feels boring or grindy, balancing rewards and prices, reviewing a design or game idea, and auditing the first session.
last_reviewed
"2026-10-14T00:00:00.000Z"
sources
["original","https://departmentofplay.net/retention-framework-keep-your-players-forever/","https://gdcvault.com/play/1023845/This-is-a-Talk-About","https://www.youtube.com/watch?v=dBmIkEvEBtA","https://markfloryan.github.io/gamedesign/readings/Bartle_1996.pdf","https://devforum.roblox.com/t/roblox-curation-how-do-we-consider-games-for-today%E2%80%99s-picks/4005089","https://about.roblox.com/newsroom/2025/09/roblox-moments-user-generated-discovery"]

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