roblox-game-design — Claude Code skill: what it does, how to install
Designs core loops, invisible onboarding, game economies, and retention phases for Roblox experiences. Useful when players drop off early or progression feels grindy.
npx skills add TabooHarmony/roblox-brain --skill roblox-game-design -a claude-codeWhat roblox-game-design does
The skill structures a Roblox game across three connected layers: the moment-to-moment core loop, the hourly meta-game, and long-term progression. If core interactions are dull, nothing above them survives. First-time onboarding replaces tutorial popups with environmental cues and dynamic UI.
Level layouts follow the four-beat Kishōtenketsu pattern, guiding navigation with lighting and pickups so deaths feel fair. The economy model demands a sink for every currency source. This prevents hoarders from breaking progression curves and reduces churn at choke points.
This skill focuses purely on gameplay feel and structural craft. Telemetry, visual effects, and external discovery route out to dedicated companions like roblox-analytics and roblox-growth-design. Polishing marketing before fixing a broken core loop is a waste of effort.
What it helps with
- redesign a core loop when new players quit during the first session
- build first-time onboarding through level cues without popups
- balance currency sources and sinks against the player power curve
- remove perceived grind by adding game juice and distinct milestones
- prepare game mechanics for Roblox Moments and Today's Picks curation
Example prompts for the agent
- Audit the FTUE of my Roblox tycoon and remove text popups
- Balance the soft currency sinks so players do not hoard coins by day 7
- Design an obstacle course progression using the Kishōtenketsu framework
How to install roblox-game-design
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-game-design -a claude-code2Manually: put the files in place
~/.claude/skills/roblox-game-design/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/roblox-game-design/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-game-design -a codex2Manually: put the files in place
.agents/skills/roblox-game-design/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-game-design -a cursor2Manually: put the files in place
.cursor/skills/roblox-game-design/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install TabooHarmony/roblox-brain roblox-game-design2Manually: put the files in place
.github/skills/roblox-game-design/SKILL.md1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-game-design -a gemini-cli2Platform CLI
gemini skills install https://github.com/TabooHarmony/roblox-brain --path skills/design/roblox-game-designManually: put the files in place
.devin/skills/roblox-game-design/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-game-design -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about roblox-game-design
How to install roblox-game-design in Claude Code?
Run npx skills add TabooHarmony/roblox-brain --skill roblox-game-design -a claude-code in your terminal.
What does roblox-game-design do?
It structures Roblox mechanics across core loops, multi-currency economies, Kishōtenketsu level progression, and D0 to D90 retention phases.
When should you use roblox-analytics instead of this skill?
Use this skill to design rules, level layouts, and game feel. Telemetry tracking, conversion funnels, and monetization metrics route directly to roblox-analytics.
Source text
SKILL.md · MIT
--- 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: 2026-10-14 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](references/full.md)
© TabooHarmony · MIT · TabooHarmony/roblox-brain