roblox-player-psychology — Claude Code skill: Roblox player behaviour
Covers the first 60 seconds, rewards, streaks, pricing and crate odds. Useful when players stop coming back or a mechanic looks manipulative.
npx skills add TabooHarmony/roblox-brain --skill roblox-player-psychology -a claude-codeWhat roblox-player-psychology does
The skill answers behaviour and persuasion questions: what happens in the first minute, why players return, reward schedules, streaks, pricing psychology, gamepass ladders, crate odds and pity, and turning players into a community. It ships a quick reference plus deeper tables in references/full.md.
The first-minute breakdown runs in steps: spawn in-world with no logo or cutscene, hit the core verb, land the first reward, open a loop, then a taste of premium. Six effects follow, Zeigarnik and endowed progress among them. You also get D1, D7 and D30 retention benchmarks with the lever to pull when a number is low, four reward schedules, a price ladder from 49 to 999, and five rarity tiers with the pool and pity counter shown.
It stays in its lane. Core loop, FTUE and economy sources and sinks belong to roblox-game-design, dashboard diagnosis and discovery to roblox-growth-design, purchase implementation to roblox-monetization. On paid random items the reference points you to current Roblox guidance in roblox-monetization, which is worth checking against the docs rather than trusting a model's memory.
What it helps with
- find out why new players quit in the first minute
- set a reward schedule that does not overfeed
- build a streak with one forgiven day
- lay out gamepass prices on a ladder
- audit a feature for dark patterns
Example prompts for the agent
- Walk through the first 60 seconds of my game and tell me where new players drop off
- Audit my crate mechanic for manipulative patterns
- Help me design the reward schedule and streak for a mode
How to install roblox-player-psychology
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-player-psychology -a claude-code2Manually: put the files in place
~/.claude/skills/roblox-player-psychology/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/roblox-player-psychology/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-player-psychology -a codex2Manually: put the files in place
.agents/skills/roblox-player-psychology/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-player-psychology -a cursor2Manually: put the files in place
.cursor/skills/roblox-player-psychology/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install TabooHarmony/roblox-brain roblox-player-psychology2Manually: put the files in place
.github/skills/roblox-player-psychology/SKILL.md1Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-player-psychology -a gemini-cli2Platform CLI
gemini skills install https://github.com/TabooHarmony/roblox-brain --path skills/design/roblox-player-psychologyManually: put the files in place
.devin/skills/roblox-player-psychology/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add TabooHarmony/roblox-brain --skill roblox-player-psychology -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-player-psychology
How do I install roblox-player-psychology in Claude?
Run npx skills add TabooHarmony/roblox-brain --skill roblox-player-psychology -a claude-code. The skill then lives at ~/.claude/skills/roblox-player-psychology/SKILL.md.
What does roblox-player-psychology do?
It helps you design and review player-behaviour mechanics: the first minute, rewards, streaks, daily rewards, pricing, crate odds and community.
How is it different from roblox-game-design?
This one covers persuasion and behaviour, while roblox-game-design handles structure: core loop, FTUE, level design and economy sources and sinks. Dashboard diagnosis and discovery sit in roblox-growth-design.
Source text
SKILL.md · MIT
---
name: roblox-player-psychology
description: "Use when designing or reviewing player-behavior mechanics: first minute, rewards, streaks, daily rewards, pricing, RNG/pity, community."
when_to_use: "Also for why players don't come back, reward timing, offer placement, crate odds, and auditing a feature for manipulative or dark patterns."
last_reviewed: 2026-09-20
sources:
- original
- https://create.roblox.com/docs/production/monetization/paid-random-items
---
# Roblox Player Psychology
## When to Load
Load for behavior/persuasion questions: what happens in the first 60 seconds, why players return, reward schedules, streaks, pricing psychology, gamepass ladders, crate/RNG odds and pity, or turning players into a community. For structural craft (core loop, FTUE structure, level design, economy sources/sinks) load `roblox-game-design`; for dashboard diagnosis, discovery, and the algorithm load `roblox-growth-design`; for purchase implementation load `roblox-monetization`.
## Quick Reference
### First 60 seconds (50% of new players never return)
0–5s spawn in-world (no logo/cutscene) → 5–10s do the core verb → 10–30s first reward lands → 30–45s open a loop (next milestone looks close) → 45–60s taste of premium (expiring boost). Six effects: Zeigarnik (hand an incomplete goal in 10s), endowed progress (never start at zero), peak-end (best effect in minute one), cognitive load (one mechanic/one button/one goal), isolation (only the wanted action glows), reciprocity (give before the shop).
### Retention benchmarks & levers
D1 20/30/40% · D7 8/15/20% · D30 3/7/10% (good/great/excellent; compounds; 40% D1 ≈ 3× the players of 25% D1 by day 30). Low number → lever: PTR→curiosity gap/social proof; D1→Zeigarnik, endowed progress; session→flow, variable reward; D7→goal gradient, collections; D30→habit loop, social identity; conversion→anchoring, charm pricing; ARPPU→ladders, visible status.
### Hooks, pricing, RNG
Four reward schedules (fixed/variable × ratio/interval); layer all four. Hooks: appointments, streaks with one forgiven day, rotation, shared clan goals, hook model, specific timers ("Back in 4h 32m"). Ladder: 49–99 break threshold · 199–399 convenience · 499–799 luck+power · 999+ identity. RNG: 5 tiers (55/27/12/5/1%), show the pool and pity counter. For paid RNG implementation, check current Roblox guidance in `roblox-monetization`.
> Full detail, tables, and community loop: [references/full.md](references/full.md)
© TabooHarmony · MIT · TabooHarmony/roblox-brain