roblox-growth-design
Use for growth diagnosis, discovery, retention, onboarding, experiments, LiveOps, and packaging.
Works with
--- name: roblox-growth-design description: Use for growth diagnosis, discovery, retention, onboarding, experiments, LiveOps, and packaging. license: MIT --- # Roblox Growth Design ## When to Load Load for growth, discovery, retention, onboarding, packaging, or LiveOps; route implementation to domain skills. ## Quick Reference ### Diagnose before prescribing 1. Ask for dashboard, release, acquisition, and session evidence. Never invent metrics. 2. Find the narrowest broken transition: impression→play, join→control, action→payoff, return, or purchase. 3. Write a falsifiable hypothesis: **If Y changes because evidence Z, X should move without harming G.** 4. Prefer one test with a primary metric, counter-metrics, MDE, and decision rule. 5. Stop for safety, severe regressions, or invalid instrumentation; avoid significance peeking. <!-- temporal: 2026-07 --> ### Home diagnosis - Low Play-Through Rate (PTR, was QPTR): packaging readability, promise accuracy, or audience mismatch. Also check Experience Detail Page CTR. - High First-Play Bounce Rate (negative stat): misleading package/clickbait, join failure, performance, confusing FTUE, or delayed payoff. - Low D1: core loop, onboarding, stability, goals, or first payoff. - Low D7/D30: progression, variety, social value, LiveOps, endgame, or exhaustion. - Low conversion/ARPPU: product fit, value communication, friction, catalog depth, or concentration. - Low 7-day spend days / play days per user: consumables, purchase pathways, or event cadence. These are hypotheses, not one-to-one causes. Segment and test. Per-stat tactics in full.md §3–§6. ### Algorithm hotspots (2026) - Cold traffic: ads are the cheapest, least-qualified players; Home algo ranks the qualified audience. Launch stats look bad on ad players. Don't panic. - Ranking: genre-wide first, then against "experiences with similar players." That second benchmark is the real competition. - Ads do not buy Home placement; meaningful stat-improving updates do. 28-day signals (D1, D2–7, D8–28); updates take days to show. - Beta mode hides a game from Home; tune metrics on cheap ad traffic before opening to the algo. - The 500 highly-engaged-player requirement (official): all-ages games start 16+ only until 500 highly engaged age-checked plays within 60 days. Definition (official, evolving): account tenure + playtime in your game + a purchase anywhere on Roblox in the last 60 days. 100 = publishing-fee refund threshold (separate). Ads serve 16+ automatically. Home impressions accelerate the count fastest. - Experience detail page matters: put your best thumbnails and a gameplay description there; it feeds overall play-through. ### Monetization mental model (practitioner) - Convert valuable one-time game passes into consumables (repeat-purchase dev products): they pump 7-day spend days per user and solve recurring pain. - Products must be must-haves that solve a pain (effort grind, losing progress AFK, FOMO, status). Limiteds with real scarcity outsell unlimited cosmetics. - Place products at points of interest with high foot traffic, and time prompts at the decision moment (e.g., 2x offline earnings at the collect point). - Give players multiple purchase pathways: HUD shop icon, "+" next to currency, and a cash-shop popup after repeated failed buys. - After shipping, check collateral damage: playtime, D1, D7, FTUE, and in-game economy. ### Guardrails Use accurate metadata. Avoid dark patterns, deceptive odds, coercive scarcity, and "whale" targeting. Treat moderation, abuse, accessibility, localization, performance, and economy health as constraints. > Full signal definitions, positioning, FTUE, packaging, social design, monetization mental model, algorithm mechanics, LiveOps, and audit workflow: [references/full.md](references/full.md)
More Project Management skills
firecrawl-build-onboarding
firecrawl/skills
Get Firecrawl credentials and SDK setup into a project. Use when an application needs `FIRECRAWL_API_KEY`, when an agent should add Firecrawl to `.env`, when the user wants to authenticate Firecrawl for app code, or when choosing the first SDK and docs for a new Firecrawl integration. This skill includes its own browser auth flow, so it does not depend on the website onboarding skill.
email-sequence
coreyhaines31/marketingskills
When the user wants to create or optimize an email sequence, drip campaign, automated email flow, or lifecycle email program. Also use when the user mentions "email sequence," "drip campaign," "nurture sequence," "onboarding emails," "welcome sequence," "re-engagement emails," "email automation," "lifecycle emails," "trigger-based emails," "email funnel," "email workflow," "what emails should I send," "welcome series," or "email cadence." Use this for any multi-email automated flow. For cold outreach emails, see cold-email. For in-app onboarding, see onboarding-cro.
onboard
pbakaus/impeccable
Designs and improves onboarding flows, empty states, and first-run experiences to help users reach value quickly. Use when the user mentions onboarding, first-time users, empty states, activation, getting started, or new user flows.

