Game design
Kid-friendly onboarding, progression and pacing, combat feel, ethical monetization and analytics.
Paste-ready for this topic
- 01Game design overviewHow to design Roblox games for kids that are fun, low friction and monetized ethically.3 min read
- 02Design checklistRun this before every release that touches the first hour, the shop or the balance. Each line links to the page that explains the bug behind it.4 min read
- 03The kid's first-10-minutes auditA repeatable way to see the game the way a new 8-to-12-year-old sees it. You can do it by playing a fresh save or by reading the code path (an AI agent can do the code version without a playtest).4 min read
- 04OnboardingHow to get a new player (often 8 to 12 years old) from "joined" to "I get it, this is fun" with no confusion, no dead ends and no store in their face.8 min read
- 05Tutorial templateCopy this page into your game's docs, fill in the table, and build it with snippets/tutorialsteps.luau. The reasons behind each rule are in onboarding.md.4 min read
- 06Progression and pacingHow to keep a player moving toward the next tier, and how to prove with a simulation that they can't get stuck.7 min read
- 07Combat feelFor any game with simulated fights (armies, mobs, tower defence, vehicles). Most of this came from measuring real battles in a harness, not from guessing.6 min read
- 08Monetization and complianceMake money in a way that a parent would be fine watching. Most rules here exist because a specific bug charged a kid, surprised a kid, or broke a Roblox policy.6 min read
- 09AnalyticsInstrument onboarding so you can see exactly where new players quit. Uses Roblox AnalyticsService.4 min read
- 10ProcessHow the developer, a playtesting collaborator and AI agents work together on design changes.4 min read
- 11Review areasThe 15 areas for a parallel read-only review (see process.md). Give each reviewer one row, the shared brief, and the "look for" list.3 min read