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Game design overview

How to design Roblox games for kids that are fun, low friction and monetized ethically.

3 min read

How to design Roblox games for kids that are fun, low friction and monetized ethically. Distilled from shipping several Roblox games with an AI coding agent, mainly a kids' strategy tycoon, plus idle, RNG and RPG projects. The specific games appear only as short worked examples.

Contents

Page What it covers
design-checklist.md Start here. The release checklist, one line per rule, linked to the reasons.
onboarding.md Tutorial shape, pointers, auto-advance, no soft-locks, the unlosable first fight, waiting steps, low-cash tip, intro and loading screen.
tutorial-template.md A fill-in step table, per-step and whole-tutorial checklists, and a test plan.
first-10-minutes-audit.md How to audit a kid's first 10 minutes: decisions, numbers, menus, waits, Robux prompts.
progression-and-pacing.md Next-goal pill, gate goods vs auto-sell, sims (and why they're optimistic), upgrades vs copies, prestige, daily and tier-up rewards, soft-lock sweeps.
combat-feel.md Endings that don't drag, vehicle slots, natural infantry, Easy / Close / Hard, losing that feels OK.
monetization-and-compliance.md No auto-prompts, quiet period, double-purchase guard, paid random items and PolicyService, like rewards, grandfathering, starting currency.
analytics.md Onboarding funnel, session funnel, custom events, client validation, renumbering safely.
process.md Playtester feedback loops, 15 parallel reviewers merged into a ranked list, fix agents, prepare-then-apply.
review-areas.md The 15 review areas and what each reviewer looks for.

Snippets

File What it is
snippets/tutorial_steps.luau Server tutorial step machine: early actions count, absolute goals, go-back rules, pay-once rewards, resume, skip.
snippets/onboarding_funnel.luau Monotonic onboarding funnel with fill-in, legacy freeze, validated client steps, session funnel, Studio dry run.
snippets/purchase_guard.luau Client "Delivering…" state plus server intent window, duplicate compensation and safe credits.
snippets/paid_random_policy.luau ArePaidRandomItemsRestricted gate with retry, weighted roll with pity, odds from the same table.
snippets/battle_pace.luau Pace scale, mop-up trigger, surrender, overtime.
snippets/upgrade_vs_copy.py Prints cost per output for upgrades vs copies and warns when copies win.
snippets/softlock_sweep.py Many-seed reachability sweep; the toy map reproduces a real "leftover ring" soft-lock and its fix.

The .luau snippets pass luau-analyze apart from Roblox globals. The Python scripts run with plain python3.

The ten lessons that mattered most

  1. The tutorial is the core loop, nothing else. 10 steps became 6; each ≤ 8 words, one pointer on the exact button, auto-advance with a reward.
  2. Write tutorial rules on the server so they can't soft-lock: count early actions, absolute goals, go back after a loss, resume on rejoin.
  3. The first fight can't be lost, and that has to be re-tested after every combat change; a balance tweak once made it "Hard ~2%".
  4. No Robux prompt ever opens by itself. A partial "+5" purchase once trained the units and opened a prompt.
  5. Lock Buy until the grant lands. PromptProductPurchaseFinished fires before ProcessReceipt, and a kid paid twice.
  6. Check ArePaidRandomItemsRestricted on the server in every path, treat a failed lookup as restricted, and retry.
  7. Sims time your milestones but flatter you. Mirror real constraints and feed them measured fight results.
  8. Run a soft-lock sweep on hundreds of seeds. A 300-seed sim found a progression wall nobody hit in playtests.
  9. Upgrades must pay like copies. 223× the cost for 5.5× the output turned the map into clutter.
  10. Fights end fast: mop-up, surrender, a clock that speeds up, and Easy / Close / Hard instead of numbers.