The kid's first-10-minutes audit
A 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
A 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).
Contents
Method
- Start from a brand-new save. In Studio, make sure saves go to memory, not the live DataStore.
- Walk the path from "Join" to minute 10, one row per moment: loading, intro, each tutorial step, the celebration, the first free-play decision, the first loss.
- For each row write down the code location, the wait, the clicks and decisions, and every number and menu on screen.
- Screenshot the first frame of the HUD and count its elements.
- List every Robux surface the player can see or hit.
- Total it up and rank the friction.
- Then look one step past the tutorial: what is the first decision the player makes alone, and does it lead to a likely loss?
The table
| # | Moment | Code | Wait | Clicks / decisions | Numbers & menus on screen | Robux surfaces |
|---|---|---|---|---|---|---|
| 1 | Join, before any UI | |||||
| 2 | Intro | |||||
| 3 | Tutorial step 1 | |||||
| … | ||||||
| n | First free-play choice | |||||
| n+1 | First loss |
Totals:
- seconds of forced waiting (loading, intro, timers, battles, banners);
- clicks to the first win;
- full menus opened before minute 4;
- numbers on the first HUD frame;
- Robux surfaces visible before minute 10.
What to count
| Count | Healthy target | Why |
|---|---|---|
| Decisions | 1 per step | Each extra choice is a place to stall. |
| Numbers on screen | Under ~5 on the first HUD | One game showed ~20 numbers and 26+ HUD elements on frame one. |
| Full menus before minute 4 | 1 or 2 | Sell, Army, War and a building panel in 4 minutes was too many. |
| Forced waits | Under ~15 s before the first action | 60 s of intro on top of 40 s of blank loading lost players. |
| Robux prompts | 0 that open by themselves | See monetization. |
| Robux buttons | 0 during the tutorial | One tutorial had 3 paid buttons inside it. |
| Modal time after a win | Under ~5 s, tap to dismiss | VICTORY + conquest popup + stamp was ~11 s. |
Red flags
- Blank or default screen before your UI appears.
- An intro that can't be skipped with one tap.
- The whole HUD appears at once. Reveal elements as they become useful: progress counter at the first conquest, research at its tip, event timer with the first event, social rewards after 15 minutes.
- A dense screen in the tutorial (a sell screen with ~25 numbers: drifting prices, trend arrows, x10%/xAll, sliders).
- A "verdict" screen shown as a spreadsheet (power 64 vs 26, walls 36 sections, towers 2, win chance, a legend). A kid needs "Will I win? Go."
- Manual chores forever (walk to every building, open Sell, press Sell All) unless they pay.
- The first free-play target is much stronger than the tutorial target and nothing says so.
- The first loss opens a purchase dialog.
- A tutorial lock (retreat, auto-target) still active after the tutorial's own fight.
- Random events or attacks firing during the tutorial.
Worked example
From a strategy tycoon's audit (before fixes):
- Up to 40 s of blank loading, then a 61.5 s intro with hold-to-skip.
- 6 tutorial steps, ~14 clicks, ~55 s of forced waiting.
- 4 full menus before minute 4; 26+ HUD elements and ~20 numbers on frame one.
- 7 Robux surfaces in the first 10 minutes, including automatic purchase prompts on any failed spend and a "New Campaign?"-titled dialog after the first loss that hid its Robux price.
- The tutorial's Retreat lock outlived the tutorial, so the first free-play war (a neighbour 1.5 to 5× stronger) ended in a wipeout, then the purchase dialog.
The cheapest high-impact fixes were: gate all monetization until ~10 minutes after the tutorial, scope tutorial locks to the tutorial's own fight, turn the first loss into a "Train N more" button, and keep the arrow on a beatable target.