DISTILLED FROM 20 VIDEOS · 140 LESSONS · 9 LAWS

Everything Tizzy teaches, as one blueprint. (including deleted videos)

Tizzy makes Roblox games that pull tens of thousands of players and six figures a month, and explains how on YouTube. We took 20 of those videos apart, merged what he repeats, kept his exact numbers and his own words, and arranged it in the order you actually use it. Every card links to the video it comes from. Not affiliated with him; all credit is his.

SEE THE MAP ↓ JSON for your AI ↓ Markdown

The 9 laws

LAW 1
Copy a proven format, then twist 20%

Never invent a loop from nothing and never clone one 1:1. Take a loop players already understand, then change roughly a fifth of it — a mechanic, a theme, a market — so it is familiar but not a copy.

LAW 2
Enter demand, never create it

Only build where you can already point at players who want this. Brand-new markets with no proven audience are the riskiest thing you can do.

LAW 3
Packaging decides who clicks

Title, thumbnail and art direction are what players judge before they ever load the game. Two games with the exact same loop live or die on packaging alone.

LAW 4
Ship early, then update daily

Real player data beats anything you imagine. Launch the MVP before it feels ready and then patch daily — sometimes twice a day — during the first week.

LAW 6
Retention before revenue

Roblox ranks engagement above monetization, and pay-to-win games die fast. Make the game fun and sticky first, then add money on top of it.

LAW 7
Build for a 9-year-old on a phone

Most of the platform is young kids and about 80% of them play on mobile. Every mechanic must be understandable without reading and usable with a thumb.

LAW 8
Ideas are cheap, execution is rare

Tizzy gives ideas away on purpose because they are abundant. The real bottleneck is finding talent that ships on time and polishing what everyone else leaves broken.

LAW 9
Never act on one data source

Cross-reference qualitative feedback, dashboard numbers and competitor research before every big decision. Three agreeing sources make your guess strong enough to bet on.

1 · Find the idea2 · Validate it3 · Build fast4 · Launch5 · The algorithm6 · Retain & live ops7 · Monetize8 · Read the stats9 · Mindset
1 · Find the ideaGo hunting for a fantasy kids already want and a game loop someone has already proven — on or off Roblox.
TACTIC

Start from a core fantasy

Before anything else, name the fantasy your game sells: the role, the world and the feeling. Picture what a 7-year-old daydreams about before sleep — animals running a hospital, being a firefighter, a tiny person in a giant kitchen.

“What is the core fantasy of this game?”
TACTIC

Mine proven loops from off Roblox

Old Flash games, Minecraft mini-games, Garry's Mod modes, Steam hits and console games are loops that already proved people love them. Take one that costs money or needs a PC and make it free on Roblox.

10 million, 55000, 42000, $20
“The easiest way to print money is to take a game that's doing well on Steam.”
TOOL

Browser and console game libraries

Addicting Games, Coolmath Games, Crazy Games, Newgrounds, Xbox Game Pass and the iOS/Google Play charts are Tizzy's idea sources. Crazy Games is his favourite because many of its games are already 3D Unity builds.

“Reason being is they have games made by the Unity engine, so some of these games are 3D.”
CASE STUDY

Hide or Die: Prop Hunt, free

Coal took Garry's Mod's Prop Hunt — a $20 Steam game — made it 6v6 and free on Roblox. Kids who had no PC and no $20 had been asking for it for years.

1 billion visits, 6v6, $20 original
“Hide or Die. It's just Garry's Mod Prop Hunt.”
TACTIC

Turn TikTok challenges into mini-games

Scroll TikTok, find a viral challenge, and build it as a mini-game so kids can do it with friends who live too far away. These are Tizzy's favourite ideas because dev time is tiny.

“Just scroll TikTok, bro...my personal favorite is TikTok Challenges”
CASE STUDY

Bomb Click: 260M visits from TikTok

Bomb Click, the Lying Challenge and Rubber Band Watermelon are all TikTok challenges rebuilt as Roblox mini-games. Simple to build, and they ride a cultural moment straight to huge reach.

260 million, 78 million, 20 million, 11 million visits, 13K CCU
“Bomb Click, 260 million visits, okay? Very easy mini game to make.”
TACTIC

Skin a trend onto a proven format

Instead of inventing mechanics, take a game that already works and reskin it with whatever content is trending. You can also strip the scary or adult parts off a proven loop to reach kids.

50 million downloads
“he takes a proven loop and he packages it in such a way that it's more readable and mass market”
TACTIC

Find a fantasy with no king

Look for fantasies with hundreds of millions of visits where the top game is years old and stuck at 1K CCU, or where every game is the same genre. Bring a trendy genre — checkpoint, extraction, clean-the-blank — into that fantasy.

225 million, 1000, 7000
“This fantasy is just begging to be innovated on.”
CASE STUDY

Secure the Airport: genre swap win

The airport fantasy was all roleplay games. One dev made a Papers Please style checkpoint game inside it and had zero competition. Tizzy called it at 50 CCU and it grew to 30K.

38000, 50 CCU initial, 30000 CCU peak, 6.2 million views, 200k wishlists
“He came in, he said, 'Let me take this fantasy. Let me make it a checkpoint style game'.”
TACTIC

Hunt purple oceans

Blue ocean means you are first, red ocean means everyone is already there, purple ocean means huge demand but everyone executes badly — that is where you want to be. Hide and seek, airport and firefighter fantasies were all purple oceans. Blue oceans also come from serving an audience nobody serves, like first responders in Emergency Roleplay.

9 out of 10
“purple ocean equals high demand, but poor execution.”
TACTIC

Take a proven loop to a new audience

Different fantasies have different kids. A loop that is beaten to death in the brain-rot crowd can be brand new to the SCP crowd, so the same clone that dies in one market wins in another.

20000
“introduce a proven loop to a market that has not seen it yet”
TACTIC

Revive dead and abandoned games

Loops from 5-10 years ago still work if you modernise the art, the UI and mobile controls. Even better: find a live game with a good loop, a community page full of bug complaints and a dev who stopped updating — those players are waiting for you.

2016, 92 million views
“Find a game that is not updating. You go on the community page, there's tons of complaints of bugs.”
WARNING

Avoid: front-page fads and empty markets

Copying a big trending game or a modded fad gets you a month before it dies, and the same kids play every brain-rot, squishy and lucky-block variant so you are fighting for the same playtime. The opposite mistake is just as bad: a fantasy nobody plays yet has no demand to capture.

less than 1 month
“If you just copy a big front page game, this is going to die in like literally less than a month.”
OPEN QUESTION

Clone it or make it yours?

One side: Tizzy openly reskins hits — he saw Steal Cookies and made Steal Sigma's RZ, and Coal reskinned My Singing Monsters. Other side: he also says template games and straight clones never work long-term and the new algorithm punishes derivative work. His resolution is a meaningful twist to the core loop, but where 'meaningful' starts is a judgement call he does not fully define.

“If you do do a quote unquote clone, you need to make a meaningful twist to the core loop”
2 · Validate itProve the demand with numbers from three different places, then prototype the smallest playable version before you spend money.
TACTIC

Demand must be a number

First question on the checklist: has this been done outside Roblox and did it work? Then find a countable proof — ratings, votes, wishlists, visits, or a big YouTuber who played it. Older proof is fine; if demand existed four years ago and nobody has made a modern version, it is still there.

3 million ratings, 200k wishlists, 6.2 million views, 4 years
“Has this game idea been done outside of Roblox before and worked?”
BENCHMARK

Demand thresholds to look for

The numbers Tizzy treats as real signals when scanning other platforms. Anything at or above these means the core loop is proven.

200,000+ votes on browser games, 200,000 Steam wishlists, 20,000 wishlists for a niche audience, 3 million ratings, 6.2 million YouTube views, 62 million visits on the genre leader
“basically, a quantifiable number that shows that people are actually interested in this core loop”
TACTIC

Cross-check three demand sources

Never bet on one signal. Stack Steam wishlists plus YouTube views plus Creator Exchange visits plus creator coverage — the more sources that agree, the more confident you can be before you spend months building.

3, 200000, 6.2 million
“I have two sources of clear demand signals... There is one more place that I want to show you.”
TOOL

RoTrends

The site that shows what is blowing up right now: CCU over time, visits, revenue estimates and how often a game updates. Tizzy calls it a gatekept secret and found Alien Ranch with it. Its revenue numbers under-report, sometimes by half.

100k Robux reported vs 200k Robux actual, 90 days
“Go to RoTrends. Apparently, this is like a gatekept secret.”
TACTIC

Catch a game before it peaks

Filter for games created this month, then read the 90-day CCU chart for ones climbing but not yet at their maximum. Also check CCU against total visits — 560 CCU on 100k visits beats a huge visit count with nobody online.

90 days, 1.2k CCU, 100k visits, 560 CCU
“You want to find a game when it's trending upward, but right before it peaks.”
TOOL

Creator Exchange

Type a fantasy or keyword and sort by visits to see who owns that space, how saturated it is and which sub-genres nobody has taken. Also the fastest way to study the thumbnails of the top games in your category.

62000000
“I want to go visits and I'll just type in like the keyword”
TOOL

People-also-join panel

On any game's Roblox detail page, this section shows what else that audience plays. If your loop already appears there, those players know it; if it does not, you have found an untapped market.

“you look at the actual Roblox detail page and we look at the people also join section”
TACTIC

Write your ideal player persona

Borrowed from e-commerce: name exactly who plays this, what else they play and what they want. Then ask Cole's three questions — is the idea clickable, is it relatable, does it already have a passionate fan base?

“identifying your ideal player persona...you have to know who your customer is”
TOOL

Steam reviews, Reddit and Discord

Read the reviews of similar Steam games and the subreddits and Discords for that fantasy. You are looking for what they praise, what they complain about and the sentence 'why is every X just a Y?'

“looking at SAP games in Steam, looking at...SCP subreddit and just trying to get a feel”
TACTIC

Play the target game for 2 hours

Ten minutes tells you nothing. Play at least two hours: hit the progression walls, see the mid-game, try the monetization, and write down the core loop, the progression and the price points. Matia studied games 12 hours a day before his breakout.

2 hours, 10 minutes, 12 hours a day
“Play the game for 2 hours. Get deep into the game because most people they'll just play 10 minutes.”
TACTIC

Keep a games-to-watch journal

Pick rising games off RoTrends, log each one in a Google Sheet with your notes and a predicted CCU ceiling, then come back in a week or a month and check whether you were right. When you are wrong, name the exact bottleneck — social, first-time experience, bugs, or mid-game. This costs nothing and builds real design intuition.

3-5k CCU, 1 week, 2 weeks
“a week, 2 weeks later, maybe a month later, I'll check Road Trends again... Was I correct?”
CASE STUDY

Alien Ranch: the gap he copied

Tizzy found it on its first spike at 1.2k CCU. Deep mechanics and freedom, but game-breaking bugs, no progression and a weak first-time experience — so it stalled. It still makes about $500/month with no updates, which proves the loop, and Farmer Die was built from it.

1.2k-3.5k CCU peak, 6.3 million visits, 8-9 months, $500/month, 10000 CCU ceiling
“great unique idea with unique art style and first of its kind core loop, which I believe is carrying it”
TACTIC

Prototype the MVP before you hire

Scope only the minimum viable product — core loop plus a bit of progression, no live ops, no seasons. Get it running with AI, parts and free models yourself, so you know the game is fun before you pay anyone.

“you can get a working prototype with AI before ever hiring a dev. This is OP, in my opinion”
TACTIC

Watch a kid play it on a phone

Hand it to your little cousin on their phone and say nothing. Every place they hesitate is a friction point. Most devs have never even opened their own game on a phone, and that is where the majority of players are.

80
“Have your little cousin play the game. Don't teach them how to play the game.”
BENCHMARK

Genre test for an AI-built game

If you plan to build it entirely with AI, the genre must pass three checks: low dev time, high demand with low competition, and at least one successful vibe-coded game already in it. Quiz, clicker and simulator pass; Action RPG is underserved but too complex to vibe code.

3 criteria, 1 day, couple hours
“Three things I would look for if I was looking to make a game entirely with AI.”
3 · Build fastHire a tiny team, scope it in writing, and build a familiar game where only about 20% is new.
TACTIC

Write a game design document

Put the whole game on paper: what players do, how they level up, the economy, the progression. Then hand it to AI and ask what the programmer specifically has to build — that becomes your task list.

“you're going to put this game idea into what's called a game design document”
TACTIC

Recruit on Twitter and YouTube

Post what you are building and what you are learning until developers trust you, then post the job. With a reputation you can hire the same day, sometimes within an hour. A top dev told Tizzy he will not hire anyone with fewer than 30 mutual Discord connections.

30 mutual connections, 1 hour
“Twitter is goated for hiring. You kind of got to larp a little bit on Twitter”
TACTIC

Hire a lean T-shaped team

Two to four people who each go deep in one skill and wide across others — a programmer who also does UI and animation, a builder who also models. Keep them in your time zone so a request is answered in hours, and pair a producer who plans with a dev who builds.

2, 4
“This is the team that I ran for Farmer Dai. It was literally just a two-man team.”
TACTIC

Sign a contract and a statement of work

Never work with someone who will not sign. The SOW lists every frame, model and UI system so nobody argues later. Pay on completion, not upfront, and do not add work mid-project — if you want more, write a new contract.

50% upfront, 2 weeks
“always always sign a contract. Do not work with someone that is not willing to sign a contract”
WARNING

Avoid: buying your way in with cash

Money without reputation does not work in a clout-based space. Tizzy's first game cost $4K and never launched; Farmer Die cost $12K with full-time staff and peaked at 1.8K CCU. Give applicants a paid sample task, and fire people who miss what they promised — if the team is slow, that is on you.

$4000, $12000, 1800 CCU peak, $1500/month per developer
“I tried to come in this space just thinking I could throw money around and it doesn't work like that”
TOOL

Trello and Loom

Break the design document into Trello columns per role with explicit tasks. Explain each one in a Loom video with pictures and a link to a live game that already has that system — video beats text, and if they build it wrong your brief was unclear.

“Best way to communicate, in my opinion, is use something called Loom. Record a video”
TACTIC

Build the world before the code

Phase 1 is builds, models and UI, finished. Phase 2 is the programmer walking into a world that already looks real and wiring the core loop into it. Nobody is motivated by an empty baseplate full of free models.

“I'm going to get all the models, builds, and UI done first, before ever getting a programmer in there”
TACTIC

Iterate in a backup copy with AI

Once the MVP exists, download a backup and tune the feel yourself with AI for two or three rounds. Only then tell your programmer exactly what changed, so he verifies it works in the real codebase instead of doing five rounds of guesswork.

2, 3
“Communication slows things down. To reduce the headache for your programmer, you got to stick to scope”
TACTIC

Reuse proven mechanics, change 20%

Every system you add — upgrade board, buy-one/buy-max buttons, locking, plots — should already exist in a game with billions of visits, so players know how to use it on sight. Blend two or three of those games and change roughly 20% to get your own identity.

80/20, 20, 35 billion, 70 billion, 11.3 billion
“The Pareto principle... 80% of consequences come from 20% of causes... Change 20% of it.”
WARNING

Avoid: copying a mechanic blind

Understand why a mechanic works in its original genre before you paste it in. Build a Base and Steal copied auto-rolling from AFK games; kids hit end-game content in 3 hours and the economy broke, so they deleted auto-roll and roll speed entirely instead of tuning them.

3 hours
“A lot of people will look at a mechanic and how it's used in a specific genre and think, 'Let me just copy that.'”
TACTIC

Add depth, not complexity

One simple mechanic that interacts with another creates endless strategy — building plus stealing, or voxel building in Build a Plane. Complex feature stacks just confuse kids. Small tight maps and level design that creates gameplay beat big empty worlds.

15 minutes
“Simple scales, fancy fails.”
TACTIC

Design for nine-year-olds

Show, do not tell: press the button, see the result immediately. Kids do not read tutorials. Taking an adult game and dumbing the mechanics down until a kid gets it instantly is a real skill top devs have.

9 years old
“Majority of this platform is 9-year-olds.”
TACTIC

Make the goal obvious in 60 seconds

Within the first 60-120 seconds a player must know what the game is, how to progress and what to be curious about next. By 5 minutes they should already feel like they are getting somewhere. Then keep curiosity loops open — what unlocks next, how big can this get, and RNG rolls that tease rare rewards you cannot have yet.

60-120 seconds, 5 minutes, 3 times
“within the first 60 to 120 seconds, you want it very clear what the goal of this game is, how they can progress”
TACTIC

Test on mobile and console yourself

About 80% of Roblox is mobile and 30% of Build a Base and Steal's players are on console — console players also play often and for long sessions. The core mechanic has to be frictionless with a thumb: voxel building is clunky on touch, which Tizzy thinks costs Build a Base and Steal 100-150k CCU. Fixing console UX measurably raised their D1.

80%, 30%, 100k-150k CCU
“That's where 80% of Roblox players are.”
WARNING

Avoid: death by a thousand cuts

One annoying thing is survivable; five to ten small ones are not. Spam-clicking to upgrade, slow transitions, broken proximity prompts, unclear buttons — they compound. UX obsession is the difference between a 1K CCU game and a top-100 game, and most devs are simply too lazy to do it.

5-10 friction points, 1K CCU vs top 100
“It can quickly become death by a thousand cuts... those points of friction can add up.”
TACTIC

Put other players in the core loop

Interaction with other players should not be optional — PvP or co-op belongs at the centre of the game, like Missiles vs Cities or 99 Nights. If the game is 10x more fun with friends, players recruit their own friends for you.

10x
“Your game should be more fun to play with friends. It should be 10 times more fun to play with friends”
TACTIC

Design clippable moments

Picture a YouTuber recording your game and build the moments they would cut: ragdolling into the void, a stolen pet, an insane build. Then watch their videos and note exactly which seconds they clip — that is free advertising and it tells you what is actually fun.

“Make sure your game is clippable. This is free advertising, dude.”
TACTIC

Pick a genre you can finish

Obby is the easiest, then simulator and tycoon; quiz and clicker are the safest for AI-built games. Modern AI can carry a whole game in these genres, so there is no excuse for never shipping.

“Obby, super easy to make, okay? Simulator, tycoon. Obby is probably the easiest.”
OPEN QUESTION

How polished does it need to be?

One side: vibe-coded games prove kids forgive rough UI as long as the game is playable, not broken, and on-theme — Carpet Cleaning made $4K/month looking obviously AI-made. Other side: the June 2026 algorithm explicitly rewards high-quality unique games, and Tizzy says obsessive polish is what separates a 1K CCU game from a top-100 one. It depends on whether you are chasing a quick $4K/month or a flagship.

$4000/month, 1K CCU vs top 100
“It doesn't need to be AAA studio level quality. The game is playable, it's not broken.”
WARNING

Avoid: buying pre-built templates

A bought template skips the learning, so when the game needs iterating you do not understand your own mechanics. Build it from scratch — or from a prototype you made — instead.

600
“If you're buying templates in this space, you're cooked. Do not buy templates, bro.”
CASE STUDY

Farmer Die: what $12K buys

Built from Alien Ranch's loop with guns, NPC curing and a class system added. It cost $12K with a full-time programmer and modeler and still only peaked at 1.8K CCU — but months later, with no updates, it holds 80-150 CCU and pays about $800/month. Money did not make it big; the niche made it durable.

$12000, 1.8k CCU peak, 3.3 million visits, $800/month, 80-150 CCU, $670 DevEx in 10 days, 5-6 months
“I put $12,000 dollars into this game, okay? I hired a full-time programmer and 3D modeler.”
OPEN QUESTION

Fantasy or the better design?

Sometimes the strongest design fights the fantasy. An outdoor cafe would show off other players' plots far better than an indoor one, but indoor is what a gaming cafe actually is. Tizzy says both choices are valid — you pick which one you are optimising for.

“sometimes something would be better design-wise, but it doesn't necessarily align with the fantasy”
4 · LaunchPackage it (title, thumbnails, first 30 seconds), ship the MVP, and buy the first players with cheap ads.
TACTIC

Name it at third-grade level

Use words a kid can picture — no 'data', no 'corporation'. Build from templates like Verb + Noun (Grow a Garden), Be + Noun (Be a Nurse) or Escape + Noun, and make the title imply a challenge, like 99 Nights in the Forest. Validate the keyword in Creator Exchange first: several high-visit games sharing it means the fantasy is strong, one is just luck.

3rd grade, 99
“You want to speak at a third-grade level.”
CASE STUDY

Hack a Business: the retitle

'Sell Your Data' confused kids and got 1.54% CTR. Renamed 'Hack a Business' — a fantasy they instantly understood — CTR more than doubled to 3.27%. Its best thumbnail, a before/after split screen, did 60 million impressions, and cutscenes copied from competitors dropped bounce from 22% to 15-16%. The game reached 1K CCU and about $30K/month.

1.54% to 3.27% CTR, 60 million impressions, 22% to 15-16% bounce, 1K CCU, $6K then $30K/month, 2.5 hours of content
“this is by far the best thumbnail, 60 million impressions”
TACTIC

Sell the fantasy in the thumbnail

The thumbnail has to show what the player will feel — power, fear, outsmarting someone — and give context to the title so the two together explain the game. Tease the one thing that makes you different, like 'steal at night' or a visible buy-and-sell loop.

“the thumbnail to communicate what the player can expect to feel when playing”
TACTIC

Pick a proven thumbnail format

One or two characters, rarely three, with one very clear action and readable emotion on their faces. Working formats: before-and-after or Level 1 vs Level 999 for progression games, first person for 'be a ___' games, a swarm for chaos games.

1-3 characters, Level 1 vs Level 999
“One or two characters, sometimes three. But usually no more.”
TACTIC

Make it readable on a phone

Bright saturated colours on a simple background, clouds and clutter stripped out, logos scaled up huge, text on empty sky rather than over buildings. Use characters kids already recognise — a bacon, a noob, the red guy from Rivals, the McDonald's arches.

“You can see how this yellow just pops from the background”
TOOL

qptr.io

Free tool that previews your thumbnail as it will appear on mobile, desktop and console. The most common mistake Tizzy sees is a thumbnail that looks great on a monitor and is unreadable on a phone — this is the last gate before you go live.

“always look at what it's going to look like on all devices using q p t r dot i o”
TOOL

Canva plus an AI image tool

Rough out the layout in Canva with screenshots of your assets, then feed that to an AI generator (he uses Row Thumbs) and iterate precisely — shorter hills, bigger buildings, clear blue sky. Be exact in the prompt or it gives you a fruit apple instead of an Apple Store. If it still misses after several tries, start a fresh chat. Budget 10-15 minutes per thumbnail.

10-15 minutes
“Start with a concept. Iterate, iterate, iterate.”
BENCHMARK

Launch 20 thumbnails, test weekly

The volume of creative Tizzy runs. At least 10 at launch, 20 if you want to win, 25 per ad campaign; he tested 50 across two campaigns for one game. Then 2-3 new ones every week forever, because CTR always decays as impressions pile up. AI-made thumbnails have never lost to a hired artist for him.

10 minimum, 20 ideal, 25 per campaign, 50 across 2 campaigns, 2-3 per week
“Launch as many as possible, at least 10. If you really want to win, launch 20 thumbnails.”
TACTIC

Write original title and images

Roblox's own discovery guidance says repetitive titles and reused images rank lower, and clickbait like 'mysterious game' is now punished. Make your own thumbnails, icons and name, keep every personalised variant honest about the game, and fill the detail page with your best thumbnails showing different parts of the game — most devs ignore that page entirely.

“Avoid publishing content with repetitive titles and images that have been previously published.”
CASE STUDY

Don't Steal the Bobo: metadata decides

Identical core loop to a wave of clones. It mutated the title and thumbnail and held 9.5K CCU while the clones sat at 31, 11, 2, 7 and 12 CCU. Same for fishing: Ice Fishing and Cage Fishing survived, generic Fishing Simulator died.

9.5K CCU vs 31, 11, 2, 7, 12 CCU
“The ones that survive are the ones that, quote unquote, mutate.”
TACTIC

Fix your stats in Beta Mode

In Beta Mode your game is kept out of home recommendations, so you can pour ad traffic in and fix your numbers without burning your one shot at the algorithm. Big studios do this and spend heavily — 10K in a day — so they exit beta with top-tier stats.

10000
“While in beta mode, your experience will not be shown in home recommendations.”
TACTIC

Just launch the MVP

Stop polishing the version in your head. Live players give you data that is worth more than any assumption, and the real work starts after launch when you update daily off what they actually do.

“Just [ __ ] launch it, dude... then you're updating daily, sometimes twice daily, bro.”
TACTIC

Deliver the title promise in 30 seconds

If the game is called Build a Base and Steal, they should be building within 10 seconds and feel the PvP threat immediately. Bounce rate is literally the gap between what your title and thumbnail promised and what the first minute delivers.

30 seconds, 10 seconds, 60 seconds
“The promise of the title is delivered in the first 30 seconds of gameplay.”
TACTIC

Lead with your best mechanic

Find the single most engaging thing in your game and let them do it inside 30 seconds — building, planting, whatever it is. One mechanic at a time; teaching two at once overloads them. Use the mechanic itself to teach: making them lock their base signals a threat without a word of text.

30 seconds
“Text-based tutorials are awful, my opinion... kids don't read it.”
TACTIC

Hook them before you sell

Get players emotionally invested in the first 90 seconds — a cutscene or world-building beats a list of instructions, and cutscenes are low-key overpowered for bounce rate. Do not throw starter packs or 2x offers at them in those first moments.

90 seconds, 15-second cutscene, 22% to 15-16% bounce
“You need to get them emotionally invested into the game in the first 90 seconds”
TACTIC

Ship a new tutorial every day

In launch week, put out a new tutorial version daily and read the funnel and D1 after each one. Build a Base and Steal went through nine versions before the onboarding was right.

9 tutorials, 1 per day, first week
“We tried probably nine different tutorials, all right? We launched probably a new tutorial every day for the first week”
TACTIC

Run $16/day of ads, minimum 3 days

$16 a day for at least 3 days is the floor — below that the algorithm has no signal. Convert Robux into ad credits instead of paying USD, set a daily budget not a lifetime one, pick All Ages (it serves 16+ anyway) and accept every setting Roblox recommends.

$16/day, 3 days, 16+
“Bare minimum, $16 a day. Run it for at least 3 days.”
BENCHMARK

What reaching the algorithm costs

Tizzy's real numbers: $16/day from May 20th, threshold passed in 11 days for about $180 total. Farm and Die's launch cost about $200, so the new rules did not make it more expensive. First home-recommendation impressions usually take a week of ads. If you cannot afford it, take commissions to fund it.

$16/day, 11 days, $180, $200, 1 week, 500 players, 1K-2K CCU on ads alone
“I started ads on May 20th, 2026. $16 a day... It took us 11 days and around $180 in ad spend”
TACTIC

Cycle ads, stats, update, repeat

Run ads to get data, read your benchmark stats, find the single worst one, ship a meaningful update aimed at it, then run ads again to feed Roblox fresh data. The same day your stats populate, start updating — every idle day costs momentum.

3 days
“Run ads, okay? Then you're going to look at these stats... Then Roblox will start to hit algo.”
WARNING

Avoid: running ads with no updates

Ads on an unimproved game buy traffic that bounces and teaches Roblox that your game is bad. Only spend after you have actually made the game better.

“If you start running ads and you haven't updated your game... it's not going to do anything if you run ads, dude.”
5 · The algorithmFeed Roblox data fast, get ranked against your genre, and let home recommendations replace your ad spend.
TACTIC

Feed it data fast

The algorithm cannot rank a game with no players, so you must bring traffic yourself — ads, TikTok and YouTube Shorts, or free UGC. The faster you feed it data, the faster it decides your fate, which is why studios dump ad budget in a single day.

10000
“The first thing you need is traffic to your game.”
TACTIC

Ad traffic is cold and part bot

Roblox ads optimise for the cheapest player, not the right one, so early stats look bad and some 'players' just stand in the lobby without moving. Do not panic-redesign your game off ad-traffic numbers alone.

“Roblox ads optimize for the cheapest possible player to your game. Okay? This is not the most qualified player”
TACTIC

Home traffic is your real audience

Players from home recommendations already play games like yours, so they have higher D1, higher D7, longer sessions and they spend more. Once you are in, Roblox keeps learning from that organic traffic without you restarting ads.

“Home algo is players that are your specific audience... higher D1, higher D7, higher play time.”
TACTIC

Ads and home are two separate markets

Buying ads puts you in the sponsored market only; it does not buy home placement, which is earned with stats. Think of each genre as a farmers market where Roblox sends a fixed pool of players and the best-ranked games sit at the front.

10000 players per genre
“These are two separate farmers markets, okay? This is the sponsored ads market. This is the home algo market.”
TACTIC

Ranked against your genre first

Roblox first compares you to every game in your genre — including adjacent ones with similar mechanics — and turns your stats green or red. Once it has enough data it re-ranks you against games that share your exact audience, and that is usually when your numbers look worse.

30000, 4000
“First and foremost, they're going to rank you across the entire genre.”
TOOL

Benchmark: experiences with similar players

Acquisition > Home Recommendations > Benchmark Experiences with Similar Players. This is the page that shows how you compare to your real competition instead of to the whole platform — do not judge yourself off the overview.

“Don't just look at your overview... how does your game stack up against other games that your players also play?”
BENCHMARK

The 7-day window and data lag

The algorithm judges you on a rolling 7-day window, and the dashboard itself lags — 24 hours for most updates, up to 3 days early on. Do not panic the morning after a big update; the ranking speed did not change with the June 2026 update.

7 days, 24 hours, 72 hours, 3 days
“They use a 7-day window of data... if you push a huge update, don't freak out if your stats don't drastically improve the next day.”
BENCHMARK

The 500 highly engaged players gate

Since the Kids/Select split, your game needs 500 highly engaged players before it shows to under-16s — a highly engaged player is anyone who spent money anywhere on Roblox in the last 60 days, not in your game. Roblox hides the exact thresholds so bot farms cannot game it. You can hit the algorithm before you hit 500, and home traffic makes the climb far faster: one dev needed 210k visits for 190 players, then got 160 more from just 90k visits in 5 days.

500 players, 60 days, 11 days, $180, 210k visits/190 players, 90k visits/160 players in 5 days
“A highly engaged player is a user who has met a minimum purchase amount anywhere on Roblox in the last 60 days”
BENCHMARK

The metrics Roblox ranks you on

Play-through rate (what QPTR became), bounce rate, 7-day playtime per user, 7-day play days per user, D1, D7, and now D28 — plus monetization and conversion. Model your game as a funnel — impressions, clicks, plays, D1, D7, D28 — and fix the biggest leak.

D1, D7, D28, 7-day playtime per user, 7-day play days per user
“Deep play through rate, 7-day playtime per user, 7-day play days per user.”
TACTIC

Keep bounce rate low

Bounce rate is the share of players who leave within 60 seconds, and it is the one stat where a high number actively reduces your home recommendations. Roblox also tracks a second window, 61-180 seconds, so you can see exactly when they give up.

60 seconds, 61-180 seconds
“high rates lower your home recommendations exposure. Meaning this is a negative stat”
TACTIC

Engagement outranks monetization

Roblox's stated priority is play-through, bounce and retention; money is secondary. The June 2026 changes exist to push high-quality games and bury clickbait, so a fun game that people come back to wins the ranking.

“Engagement is more important than monetization”
WARNING

Avoid: the red ocean pile-up

The moment a fantasy proves demand, dozens of devs ship Untitled Fishing Game, Fish Go, Catch a Fish — all competing on identical metadata, all dying. The mutated copies usually destroy the game that was first to market too.

“Roblox devs see, 'Oh, fishing, there's high demand.' And it creates what's called a red ocean.”
OPEN QUESTION

When do you stop paying for ads?

One rule he gives: stop the moment home-recommendation impressions pass your sponsored impressions, because the algorithm has taken over and ads are wasted money. The other: keep running them after every meaningful update to feed fresh data, and if you can afford it just keep spending until you hit algo. In practice it depends on whether your last update was big enough to be worth re-measuring.

1 week minimum
“Once your home recommendation impressions have surpassed your ad impressions, stop ads.”
TACTIC

Trust the docs, not Twitter

Roblox publishes how discovery works because it needs the next hit as badly as you do. Roblox Twitter is an echo chamber of misinformation — check the official FAQ before you believe a viral thread, especially about the 500-player safety rules.

“there's a lot of misinformation, unfortunately, on Roblox Twitter... a crazy echo chamber of misinformation”
6 · Retain & live opsGive players a reason to come back tomorrow, patch daily, update weekly, and run the game with your core players.
TACTIC

Make progress visible to everyone

Nine out of ten top games let players show off — plots, pets, gear, leaderboards, speed cosmetics. Seeing someone way ahead makes a kid want to grind, so do not hide progress behind walls or force them to zoom out to see it.

9 out of 10
“All the biggest games on the platform, nine times out of ten, have a social flex element.”
TACTIC

Give them a reason to return tomorrow

Leave a question hanging: what can I unlock tomorrow, what pet is next, how big can this get. Test it on yourself by coming back the next day and asking whether you actually want to play again.

“You want to have a strong curiosity hook, strong reason to come back tomorrow.”
TACTIC

Build a collection fantasy

Kids get emotionally attached to rare things they rolled and want to fill the index. Combine that with random events so there is always something to log in and catch.

“Kids love collecting things, filling out index, okay? They get emotionally attached to their pets.”
TACTIC

Let them own something

Twenty minutes of building or a purchased rare pet turns into sunk cost — players return to protect and grow what they made, exactly like Minecraft. Rare cosmetic blocks they can flex keep bases alive after progression plateaus.

20 minutes
“you build your own world, it becomes your own thing, you're attached to it, it's like part of your identity”
TACTIC

PvP makes every session new

In PvE the tsunami is always the same tsunami; with other players no two sessions repeat, which is why Rivals earns what it does. Pair it with a safe build mode so new players can invest an hour before anyone wrecks them.

“PvP makes it so no any session ever truly feels the same. This is why PvP is a low-key goated.”
TACTIC

Make private servers free

Free private servers turn the game into a sleepover activity: friends build together, then tell other kids at school. That word-of-mouth flywheel costs you nothing.

“Kids are going to go to school, they're going to tell their friends, right?”
TACTIC

Copy your genre's retention hack

Every genre has one thing all the winners include. In survival it is a class system — Alien Ranch had none and had nothing to bring players back, so Farmer Die added one. Find yours by asking what these games do to earn D1 and D7.

D1, D7
“We added a class system to our game cuz it's in the survival genre. All of them have classes as a retention hack.”
BENCHMARK

What actually drives D1, D7 and D28

D1 is almost entirely tutorial and onboarding quality. D7 needs enough content plus weekly events, admin abuse and social flex. D28 needs deeper progression, not more models — Hack a Business has about 2.5 hours of initial content. Farmer Digger was destroyed by the new algorithm purely on D7/D28.

D1, days 2-7, days 8-28, 2.5 hours
“D28 is deeper progression mechanics. Not just spamming more models in the game”
TACTIC

Patch daily, update weekly

Two different rhythms: patches for bugs, exploits and balance go out daily; real updates are weekly, then bi-weekly. Tizzy's cycle is plan Saturday, assign Sunday, build Monday to Wednesday, ready Thursday, playtest Friday with the core, launch Saturday. Never ship an untested last-second update, and hire live ops internally — a studio treats your game as one line in a portfolio.

daily patches, weekly then bi-weekly updates, 7-day cycle
“patches you can launch daily. Second thing is your updates... usually weekly, eventually bi-weekly”
TACTIC

Every update targets one metric

Decide the number first — play days per user, playtime, D7 — then design the update to move it while still making players happy. One new skin moves nothing; content and systems that extend play do.

“Don't push useless updates that don't create more engagement.”
TACTIC

Grow a core of 8-10 sweats

Your power players grind hardest, spend most and understand the game best — treat them as co-designers. Plan updates with them, have them playtest before launch, look at the server tags they wear to find what else they love, and ask what games they used to play.

8 to 10 playtesters
“We literally plan updates with these guys... We have them play test our updates before they're live.”
TACTIC

Live in your Discord

Being visibly in chat is not beneath you no matter how much the game makes — it builds loyalty and it is where ideas come from. Run polls as a side source of data, and be at the top of your own game's playtime leaderboard.

“Do talk to your audience. Get in Discord. This is not beneath you.”
WARNING

Avoid: trying to please everyone

The player is usually right, but players are not designers — they ask for the rarest pet for free without seeing that it kills the economy. Filter every suggestion through design judgement, and accept that someone will always be angry.

“You have to use discernment, okay, when planning these updates to not cook your game entirely”
CASE STUDY

Build a Boat: 2 years at 8-9K CCU

A simple building mechanic with infinite depth, where every session is different and the community makes the content. One 'how to build an F-22' video pulled 143K likes. Clippable design is what keeps a game alive for years.

8-9K CCU, 1.5-2 years, 143K likes
“Build a Boat for Treasure has been at like 8 to 9K CCU for a couple of years now”
OPEN QUESTION

Do you let players AFK?

One side: in tycoon and farming games kids AFK while resources tick up and it pumps your playtime metric — Tizzy says it works for his genre. Other side: auto-collect and auto-roll conveniences broke his economy and got kids to end-game in 3 hours. It depends on your genre, and he says so explicitly.

3 hours
“a lot of kids what they'll do is they'll AFK... That really pumps our playtime. It works for our genre specifically. May not work for yours”
7 · MonetizeSell consumables that fix real pain, timed to the exact moment the player feels it — without breaking the economy.
TACTIC

Gameplay before revenue

Games that monetise hard die fast — studios that make a game pay-to-win have killed games overnight. Players expect to earn things by playing; a fair economy keeps them around long enough to spend more in total.

“A lot of games die quick... They make it super pay to win and it dies instantly”
TACTIC

Sell fixes for real pain

Every one of Tizzy's best sellers removes a specific frustration: a 24-hour base lock so AFK players do not get robbed, +30 speed to skip the grind, limited-stock items so you do not look like a filthy casual, 2x on offline earnings so you do not miss out. A product that feels like a nice-to-have does not sell.

24 hours, +10/+30/+100 speed, 100-150 stock, 19 Robux, 85 trillion
“Products should feel like a must-have, not a nice-to-have.”
TACTIC

Copy competitor monetization, then test

Before you build, look at what the game you copied sells — which gamepasses, which dev products, at which prices. When you see something like 2x offline earnings in Sell Lemons, treat it as an experiment in your game, not a permanent feature. Then sort your own products by sales and build more of whatever already wins.

“This is why it's important to study other games and see what mechanics they use and just form a hypothesis and test it.”
TACTIC

Use consumables, not gamepasses

A gamepass is bought once; a consumable is bought like toothpaste — today, tomorrow, the day after — which pumps your 7-day spend days per user. The 24-hour base lock became the top seller two days after launch.

24 hours, 2 days, 7-day spend days, 19 Robux
“I'm a huge proponent of dev products versus game passes when it comes to consumables.”
TACTIC

Always have a cheap starter pack

The easiest win on payer conversion rate: one very cheap entry gamepass that turns a free player into someone who has paid you once.

“Payer conversion rate. Easiest quick win for you guys, always have a starter pack. Make it cheap.”
TACTIC

Price in three tiers

Small, medium and large fries. A cheap starter that converts, a mid-tier that most people buy, and an overpowered expensive one for whales.

3 tiers
“small, medium, and large fries... You usually want three options.”
TACTIC

Ship a free version, then sell the upgrade

Give them a free base lock that refreshes every 60 seconds so they learn what it is worth, then sell the 24-hour version. Put the paid one where the feet are and move the free one somewhere quieter.

60 seconds, 24 hours
“Every 60 seconds or so, you can lock your base, no one can get in.”
TACTIC

Time the offer to peak desire

Monetization is psychology, not mechanics. Show the Robux button exactly when the kid wants the pet and cannot afford it, and pop the 2x prompt at the moment he walks over to collect offline earnings — not in a menu, not earlier.

19 Robux
“It's all about the timing and placement in the psychological levers that you're pulling at the exact right time”
TACTIC

Build many purchase pathways

Do not hide the shop in a menu. Add a plus icon beside the cash display, auto-open the shop after the third insufficient-funds error in a session, and put physical purchase objects at points of interest where players actually walk.

3rd error, 3-5 times per session
“The more purchase pathways, the better.”
WARNING

Avoid: selling your economy away

Currency packs sell, but a billion coins for nine Robux destroys progression for everyone. Convenience features like auto-collect look harmless and wreck the game — some friction is the product. Handing out the rarest pet because Discord asked would kill the whole economy.

1 billion for 9 Robux
“You don't want to just make it like one bill money is like nine Robux. That's going to cook you.”
TACTIC

Check retention after every money update

Success is not just more Robux. After every monetization change, verify D1, D7, session time and the new-player experience did not get worse — a revenue spike that kills retention loses long term.

D1, D7
“Check results is not just did I make more Robux. Did it destroy my D1? Did it hurt my D7?”
BENCHMARK

Payer conversion numbers to aim at

Tizzy's real figures. Changing only how the roller teased rare pets took PCR from 0.3% to 0.75% blended. USA players convert at about 2% while the blend is dragged down by lower-income regions. Better placement and consumables tripled one game's revenue while CCU only doubled. He still calls his $25K/month game badly under-monetized.

0.3% to 0.75% PCR, 2% USA, 6k to 15k per month at 1k to 2k CCU, 175k Robux in 72 hours, $25,070/month
“From 0.3% to 0.75, more than doubled our PCR by changing how the rolling works”
CASE STUDY

Carpet Cleaning: $4K/month from AI

A visibly vibe-coded game that peaked at 10K CCU, settled near 500 players and earns 40k Robux a day — about $140, or $4K a month. Age Test, a quiz game built in a couple of hours with a single dev product, still makes about $25 a day. Simple monetization on a simple game is a livable income.

$140/day, $4000/month, 40k Robux/day, 10K CCU peak, 500 CCU average, 7.2M visits, $25/day, 7K Robux/day, 1 dev product
“That's $140 a day. This game is making 4k USD per month. That's a livable income.”
8 · Read the statsTreat the dashboard as a funnel: find the worst number, form a hypothesis, ship, measure, revert if it did not move.
TACTIC

Wait three days before judging

Roblox's data pipeline is not Shopify — numbers take about 3 days to be real, sometimes 24 hours, sometimes longer at launch. And your early stats will look terrible unless you are already a top dev; that is normal, it just means room to improve.

3 days, 24 hours, 72 hours
“In Roblox, it's like every 3 days. So [ __ ] take a deep breath.”
TACTIC

Use three data streams

Qualitative (what players say in feedback, Discord, surveys), quantitative (everything countable on the dashboard) and competitor research. Qualitative is the one almost every dev ignores, and it is the only stream that tells you why.

3 sources
“there are three main data sources... qualitative data... quantitative data... and then there is of course competitor research”
TOOL

Creator dashboard feedback tab

Click 'see full report' and Roblox gives you an AI summary of what your players are saying about mechanics, bugs and balance. Most devs never open it, and the complaints in there are exactly what a paid product could solve.

“it will give you an AI summary of what your players are saying”
TACTIC

Watch kids play it on YouTube

Search your game, sort by newest, and find the nine-year-old who screen-recorded it on an iPad. Where he gets stuck or confused is your UX bug list. Do the same with big creators to see which moments they clip, and play your own game to see the playstyles you never designed for.

“where is he getting stuck? Where is he getting confused?”
TOOL

Analytics funnels

Analytics > Funnels, with every tiny step tracked separately — 'opened gear shop', 'bought bat', 'closed shop', not one lumped step. Slice each by device, because that is how they found console tutorial completion at 30% against a 77% average.

30% vs 77%
“analytics, funnels. Okay? And track your actual tutorial completion rates.”
BENCHMARK

First-session retention benchmarks

Analytics > Engagement > New User First Session Retention. The targets Tizzy runs against: 95% still there at 30 seconds, 87% at 1 minute, 65% at 5 minutes. If you see 20-30%, your onboarding is broken.

95% at 30s, 87% at 1 min, 65% at 5 min, 20-30% = failing
“First 30 seconds we're retaining 95% of our players”
TACTIC

Find the exact drop-off minute

Read the new-user retention graph over a 7-day window and find the steep drop — say 2:30. Then set a 5-minute timer, play your own game, and watch what is happening at that exact moment.

2:30, 5-minute timer, 7-day
“See what's actually happening at the 2:30 mark causing quits.”
TACTIC

Compare against your genre

A 20% bounce rate can be fine in one genre and terrible in another, so judge every number against similar games rather than the platform average. Reading competitor metrics is also how you find which of your stats is really the weak one.

20%
“how we measuring up against other games in the in the genre”
TACTIC

Fix your worst stat, only that one

Pick the single number furthest below your competitors and obsess over it until it moves — stop scrolling Discord and social media. Taking Hacker Business's bounce rate from 21% to 15% doubled its impressions and took CCU from 2.5K to 4.5K.

21% to 15% bounce, 2.5K to 4.5K CCU, impressions doubled
“If a stat is low, focus on that stat and only that stat until it improves.”
TACTIC

Hypothesis, ship, measure, revert

Every update is an educated guess in one of three shapes: if I add X, if I remove X, if I improve X, then stat Y goes up. Ship it, check the stat, and if it did not move, revert and go back to research. That loop is the whole job.

3 forms
“Every fix or update new publish your game is really just an educated guess.”
TOOL

Roblox A/B experiments

Roblox's experiment system ships an update or a thumbnail to only a percentage of players so you can measure the difference. Their VP of Engineering recommends it, and you can aim a test at one metric — content updates at D7, progression at D28.

D7, D28
“you can AB test updates and target specific metrics that you want to improve”
TACTIC

Low playtime means a weak loop

If average play time is low, the core loop is not satisfying — every action needs sound and visual feedback, like camera shake when the pickaxe hits rock. For contrast, Build a Base and Steal averages 42 minutes against a typical 3-8, which is top-percentile.

42 minutes, 3-8 minutes typical, 15-20 minute sessions
“If it's low, that means your core loop sucks. It means it's not satisfying.”
TACTIC

Low play-through means bad packaging

Play-through rate is almost always a thumbnail and title problem, not a game problem — and a bad CTR can also mean you are in a red ocean rather than that the game is bad. Expect CTR to decay as impressions pile up; Hacker Business started at 2.1 QPTR and slid, which is why you keep testing.

2.1 QPTR
“Play-through rate's very simple, guys. It's usually just packaging, which is thumbnail and title”
CASE STUDY

Build a Base and Steal: the flagship

PvP layered onto the evergreen Build to Survive genre. It went 1K to 13.2K CCU in a week on ads, then to 25K normal and 38K peak, with 42-minute sessions and traffic split search 31% / home 20% / friends 27%. Revenue climbed from $25,070/month to $131,230, roughly $13K of Robux every 3 days, held there by weekly live ops.

$25,070 then $119,300 then $131,230/month, 13.2K then 21K then 25K CCU, 38K peak, 42-minute sessions, D7 ~4%, search 31%/home 20%/friends 27%, 3.4M Robux in 72 hours
“This game was at 1 KCCU this time last week... this shit's going 100 KCCU.”
9 · MindsetIdeas are free and execution is rare; lock in on one game, ship your own, and learn from being wrong.
TACTIC

Game design is the top-1% skill

Not programming, not modelling, not UI. Game design is the blueprint — what does the player do, how do they win, what rules hold it together — and it is what separates the top 1% of developers.

1%
“That skill is game design. That skill is not programming.”
TACTIC

Ideas are cheap, execution is rare

Tizzy refuses to gatekeep ideas because they are everywhere; finding the gap is only half the job and building the quality game that fills it is the other half. He puts about 80% of a game's outcome on idea plus execution and 20% on data optimisation.

80%, 20%
“Game ideas are everywhere. They're super abundant...What's actually difficult is execution”
TACTIC

Talent is the real bottleneck

Know the business behind the business. On Roblox the constraint is not ideas, it is finding developers who ship on time in a space full of teenagers who ghost you.

“Ideas are cheap and everywhere. The bottleneck I found in this business of Roblox is talent.”
TACTIC

Build in public, give value first

Post what you are learning on Twitter and YouTube even if it sounds stupid — that public record is what makes good developers answer your hiring posts, and a shipped game like Farmer D with 3.5M visits proves you are serious. When you network, offer something: pay for the call, report bugs in their game, never just ask for free time.

3,500,000 visits
“I think personal branding in the space is highly, highly underrated and super OP”
TACTIC

Relentless focus beats talent

Most young devs are talented enough and simply will not lock in — the winners do 10x the work, not 2x. Turn down the other opportunities in your DMs and stay on one game with one team; small mission-aligned teams doing 12-hour days and daily updates beat big diffused ones.

90%, 10x, 12-hour days
“Relentless focus. This is probably the most most most important thing that 90% of you don't have.”
TACTIC

Aim for a small first win

Your first game should not be a breakout hit. Target 80-150 CCU making $500-800 a month passively — a niche game like that can hold for 5-7 months with no updates, while viral trends spike and crash.

80-150 CCU, $500-800/month, 5-7 months
“the goal is not to get the next big breakout viral hit, but just get your first win.”
TACTIC

Don't quit after a slow launch

One dev gave up on a game; a competitor copied it, changed only the map, and hit 10K CCU. You can be one update away, so do not lose faith at the first flat week.

10K CCU
“If this guy didn't give up on his game so soon, he could be sitting on a game with 10k CCU.”
TACTIC

Never stop updating

Devs who decide the game is 'done' because it makes money are the reason it stops making money. Also accept the ending: every game eventually dies, even the good ones, and then you go make the next one.

“Hey, we made it. game's making money. We don't have to touch it. This is how games die”
TACTIC

Being wrong builds the intuition

Nobody predicts every game right; the learning is in forming the hypothesis and checking reality, not in being correct. And theory is not enough — you have to launch your own games, not just study other people's.

“It's okay to be wrong cuz this is how you can learn, okay?”
TACTIC

Run the passion filter

Ask yourself: with billions in the bank, would you still be making games? If the answer is no, do something else — money alone burns out. Tizzy's childhood gaming memories are what make the 12-hour days feel effortless.

“If you had millions of dollars in your bank account, let's say billions, would you still be making games?”
TACTIC

Run games like a business

Ten years of e-commerce UX work — heatmaps, session recordings, funnels, A/B tests for 8-9 figure brands — transfers directly to game stats. Treat games as products entering markets, and Roblox is easy mode compared to e-commerce because the competition is undisciplined teenagers.

10 years, 8-9 figure brands
“If you had previous business success, dude, Roblox is on easy mode right now.”
CASE STUDY

Matia: 12 hours a day, $250K

Matia played Roblox games 12 hours a day to internalise what works, then made $250K in two months with Spin a Brain Rot and later hit 100K CCU. Study time converts into design intuition, and intuition converts into money.

12 hours a day, $250,000 in 2 months, 100K CCU
“He early on would play Roblox games for, I fuck you not, 12 hours a day.”
OPEN QUESTION

Build it yourself or produce it?

One side: Tizzy does not code at all — he is a producer who validates ideas, partners with developers and invests, and he says talent is the bottleneck worth paying for. Other side: he also says AI can now build an entire game in an easy genre, so a solo dev can prototype and ship without hiring anyone. Which one you pick depends on your budget and your reputation, and he has done both.

“I invest in games. I partner with devs... I'm a producer/project manager. I do not code.”

The map

The same playbook as a board: laws on top, one column per stage, arrows for what leads to what (dashed amber = a gate you must pass first, dotted green = what one step produces for the next). Drag to move, scroll to zoom, hover a box or an arrow for its text.

TIZZY'S PLAYBOOK · 158 BOXES · 120 ARROWS
Start from a core fantasy —then find a loop→ Mine proven loops from off RobloxBrowser and console game libraries —feeds candidates→ Mine proven loops from off RobloxHide or Die: Prop Hunt, free —proves it works→ Mine proven loops from off RobloxBomb Click: 260M visits from TikTok —proves the pipeline→ Turn TikTok challenges into mini-gamesMine proven loops from off Roblox —then reskin it→ Skin a trend onto a proven formatSecure the Airport: genre swap win —proves the gap→ Find a fantasy with no kingFind a fantasy with no king —grade the market→ Hunt purple oceansAvoid: front-page fads and empty markets —rules markets out→ Hunt purple oceansHunt purple oceans —pick your angle→ Take a proven loop to a new audienceHunt purple oceans —or revive one→ Revive dead and abandoned gamesTake a proven loop to a new audience —decide the twist→ Clone it or make it yours?Clone it or make it yours? —now prove demand→ Demand must be a numberDemand thresholds to look for —sets the bar→ Demand must be a numberDemand must be a number —stack the proof→ Cross-check three demand sourcesSteam reviews, Reddit and Discord —gives player words→ Cross-check three demand sourcesCross-check three demand sources —find live examples→ Catch a game before it peaksRoTrends —gives CCU charts→ Catch a game before it peaksAlien Ranch: the gap he copied —worked example→ Catch a game before it peaksPeople-also-join panel —shows audience overlap→ Write your ideal player personaCatch a game before it peaks —name the player→ Write your ideal player personaWrite your ideal player persona —then go play→ Play the target game for 2 hoursPlay the target game for 2 hours —log the notes→ Keep a games-to-watch journalKeep a games-to-watch journal —then build a toy→ Prototype the MVP before you hireGenre test for an AI-built game —genre must pass→ Prototype the MVP before you hirePrototype the MVP before you hire —test it on someone→ Watch a kid play it on a phoneWatch a kid play it on a phone —then write it up→ Write a game design documentPick a genre you can finish —scope to a genre→ Write a game design documentReuse proven mechanics, change 20% —gives the mechanics→ Write a game design documentAvoid: copying a mechanic blind —check the context→ Reuse proven mechanics, change 20%Reuse proven mechanics, change 20% —then add depth→ Add depth, not complexityFantasy or the better design? —settle the conflict→ Add depth, not complexityDesign for nine-year-olds —then set the hook→ Make the goal obvious in 60 secondsPut other players in the core loop —make it shareable→ Design clippable momentsHow polished does it need to be? —set the bar→ Test on mobile and console yourselfTest on mobile and console yourself —kill the friction→ Avoid: death by a thousand cutsFarmer Die: what $12K buys —the $12K lesson→ Avoid: buying your way in with cashRecruit on Twitter and YouTube —then hire→ Hire a lean T-shaped teamBuild it yourself or produce it? —choose the model→ Hire a lean T-shaped teamHire a lean T-shaped team —paper it first→ Sign a contract and a statement of workSign a contract and a statement of work —start phase one→ Build the world before the codeTrello and Loom —gives task briefs→ Build the world before the codeAvoid: buying pre-built templates —build it yourself→ Build the world before the codeBuild the world before the code —then tune the feel→ Iterate in a backup copy with AIIterate in a backup copy with AI —then ship it→ Just launch the MVPCreator Exchange —validates keywords→ Name it at third-grade levelHack a Business: the retitle —doubled its CTR→ Name it at third-grade levelName it at third-grade level —now draw it→ Sell the fantasy in the thumbnailCanva plus an AI image tool —makes the artwork→ Pick a proven thumbnail formatPick a proven thumbnail format —then simplify it→ Make it readable on a phoneqptr.io —then publish them→ Launch 20 thumbnails, test weeklyWrite original title and images —keep it original→ Launch 20 thumbnails, test weeklyDon't Steal the Bobo: metadata decides —metadata decided it→ Write original title and imagesJust launch the MVP —hide from home→ Fix your stats in Beta ModeFix your stats in Beta Mode —fix onboarding first→ Deliver the title promise in 30 secondsLead with your best mechanic —then get them invested→ Hook them before you sellShip a new tutorial every day —now buy traffic→ Run $16/day of ads, minimum 3 daysWhat reaching the algorithm costs —sets the budget→ Run $16/day of ads, minimum 3 daysRun $16/day of ads, minimum 3 days —start the loop→ Cycle ads, stats, update, repeatAvoid: running ads with no updates —update before spending→ Cycle ads, stats, update, repeatCycle ads, stats, update, repeat —hands Roblox data→ Feed it data fastAd traffic is cold and part bot —ranking begins→ Ranked against your genre firstBenchmark: experiences with similar players —shows red stats→ The metrics Roblox ranks you onThe 7-day window and data lag —wait a full week→ The metrics Roblox ranks you onThe metrics Roblox ranks you on —start with bounce→ Keep bounce rate lowAds and home are two separate markets —earn the home feed→ Home traffic is your real audienceThe 500 highly engaged players gate —gate for under-16s→ Home traffic is your real audienceTrust the docs, not Twitter —gives the real rules→ The 500 highly engaged players gateHome traffic is your real audience —compare impressions→ When do you stop paying for ads?Avoid: the red ocean pile-up —differentiate or die→ Write original title and imagesEngagement outranks monetization —so build retention→ Make progress visible to everyoneMake progress visible to everyone —then hook tomorrow→ Give them a reason to return tomorrowBuild a collection fantasy —make it theirs→ Let them own somethingBuild a Boat: 2 years at 8-9K CCU —two-year proof→ Let them own somethingPvP makes every session new —and a safe space→ Make private servers freeMake private servers free —check which day→ What actually drives D1, D7 and D28What actually drives D1, D7 and D28 —borrow the fix→ Copy your genre's retention hackCopy your genre's retention hack —put it on schedule→ Patch daily, update weeklyLive in your Discord —builds the core→ Grow a core of 8-10 sweatsPatch daily, update weekly —aim each update→ Every update targets one metricAvoid: trying to please everyone —filter the requests→ Every update targets one metricDo you let players AFK? —genre-specific call→ Every update targets one metricEvery update targets one metric —only then monetize→ Gameplay before revenueGameplay before revenue —find the pain→ Sell fixes for real painCopy competitor monetization, then test —gives product ideas→ Sell fixes for real painSell fixes for real pain —sell it repeatably→ Use consumables, not gamepassesUse consumables, not gamepasses —add an entry price→ Always have a cheap starter packCarpet Cleaning: $4K/month from AI —one product suffices→ Always have a cheap starter packAlways have a cheap starter pack —then ladder it→ Price in three tiersPrice in three tiers —demo the value→ Ship a free version, then sell the upgradeShip a free version, then sell the upgrade —then time it→ Time the offer to peak desirePayer conversion numbers to aim at —sets PCR targets→ Time the offer to peak desireTime the offer to peak desire —add more doors→ Build many purchase pathwaysBuild many purchase pathways —then check the damage→ Check retention after every money updateAvoid: selling your economy away —guard the economy→ Check retention after every money updateCheck retention after every money update —let data land→ Wait three days before judgingWait three days before judging —then read it→ Use three data streamsCreator dashboard feedback tab —gives qualitative→ Use three data streamsWatch kids play it on YouTube —gives friction list→ Use three data streamsAnalytics funnels —shows step drop-offs→ Find the exact drop-off minuteFirst-session retention benchmarks —targets to beat→ Find the exact drop-off minuteUse three data streams —judge in context→ Compare against your genreCompare against your genre —pick the worst→ Fix your worst stat, only that oneFix your worst stat, only that one —if playtime is low→ Low playtime means a weak loopFix your worst stat, only that one —if PTR is low→ Low play-through means bad packagingLow play-through means bad packaging —test new thumbnails→ Launch 20 thumbnails, test weeklyFix your worst stat, only that one —run the experiment→ Hypothesis, ship, measure, revertRoblox A/B experiments —gives clean measurement→ Hypothesis, ship, measure, revertBuild a Base and Steal: the flagship —benchmark numbers→ Hypothesis, ship, measure, revertRun games like a business —gives the CRO method→ Hypothesis, ship, measure, revertHypothesis, ship, measure, revert —ship and re-feed→ Cycle ads, stats, update, repeatHypothesis, ship, measure, revert —review the call→ Being wrong builds the intuitionGame design is the top-1% skill —design over code→ Ideas are cheap, execution is rareIdeas are cheap, execution is rare —so find talent→ Talent is the real bottleneckTalent is the real bottleneck —earn the network→ Build in public, give value firstBuild in public, give value first —gives credibility→ Recruit on Twitter and YouTubeRun the passion filter —must actually want it→ Relentless focus beats talentRelentless focus beats talent —keep feeding it→ Never stop updatingAim for a small first win —expect a slow start→ Don't quit after a slow launchDon't quit after a slow launch —one update away→ Never stop updatingMatia: 12 hours a day, $250K —12 hours a day→ Play the target game for 2 hoursRoblox A/B experiments: Roblox's experiment system ships an update or a thumbnail to only a percentage of players so you can measure the difference. Their VP of Engineering recommends it, and you can aim a test at one metric — content updates at D7, progression at D28. Tizzy: "you can AB test updates and target specific metrics that you want to improve"toolRoblox A/B experimentsRoblox's experiment systemships an update or a thumbnail…What reaching the algorithm costs: Tizzy's real numbers: $16/day from May 20th, threshold passed in 11 days for about $180 total. Farm and Die's launch cost about $200, so the new rules did not make it more expensive. First home-recommendation impressions usually take a week of ads. If you cannot afford it, take commissions to fund it. Tizzy: "I started ads on May 20th, 2026. $16 a day... It took us 11 days and around $180 in ad spend"benchmarkWhat reaching thealgorithm costsTizzy's real numbers: $16/dayfrom May 20th, threshold passe…Ad traffic is cold and part bot: Roblox ads optimise for the cheapest player, not the right one, so early stats look bad and some 'players' just stand in the lobby without moving. Do not panic-redesign your game off ad-traffic numbers alone. Tizzy: "Roblox ads optimize for the cheapest possible player to your game. Okay? This is not the most qualified player"tacticAd traffic is cold andpart botRoblox ads optimise for thecheapest player, not the right…Add depth, not complexity: One simple mechanic that interacts with another creates endless strategy — building plus stealing, or voxel building in Build a Plane. Complex feature stacks just confuse kids. Small tight maps and level design that creates gameplay beat big empty worlds. Tizzy: "Simple scales, fancy fails."tacticAdd depth, not complexityOne simple mechanic thatinteracts with another creates…Ads and home are two separate markets: Buying ads puts you in the sponsored market only; it does not buy home placement, which is earned with stats. Think of each genre as a farmers market where Roblox sends a fixed pool of players and the best-ranked games sit at the front. Tizzy: "These are two separate farmers markets, okay? This is the sponsored ads market. This is the home algo market."tacticAds and home are twoseparate marketsBuying ads puts you in thesponsored market only; it does…Do you let players AFK?: One side: in tycoon and farming games kids AFK while resources tick up and it pumps your playtime metric — Tizzy says it works for his genre. Other side: auto-collect and auto-roll conveniences broke his economy and got kids to end-game in 3 hours. It depends on your genre, and he says so explicitly. Tizzy: "a lot of kids what they'll do is they'll AFK... That really pumps our playtime. It works for our genre specifically. May not work for yours"open questionDo you let players AFK?One side: in tycoon and farminggames kids AFK while resources…Aim for a small first win: Your first game should not be a breakout hit. Target 80-150 CCU making $500-800 a month passively — a niche game like that can hold for 5-7 months with no updates, while viral trends spike and crash. Tizzy: "the goal is not to get the next big breakout viral hit, but just get your first win."tacticAim for a small first winYour first game should not be abreakout hit. Target 80-150 CC…Alien Ranch: the gap he copied: Tizzy found it on its first spike at 1.2k CCU. Deep mechanics and freedom, but game-breaking bugs, no progression and a weak first-time experience — so it stalled. It still makes about $500/month with no updates, which proves the loop, and Farmer Die was built from it. Tizzy: "great unique idea with unique art style and first of its kind core loop, which I believe is carrying it"case studyAlien Ranch: the gap hecopiedTizzy found it on its firstspike at 1.2k CCU. Deep…Always have a cheap starter pack: The easiest win on payer conversion rate: one very cheap entry gamepass that turns a free player into someone who has paid you once. Tizzy: "Payer conversion rate. Easiest quick win for you guys, always have a starter pack. Make it cheap."tacticAlways have a cheapstarter packThe easiest win on payerconversion rate: one very chea…Analytics funnels: Analytics > Funnels, with every tiny step tracked separately — 'opened gear shop', 'bought bat', 'closed shop', not one lumped step. Slice each by device, because that is how they found console tutorial completion at 30% against a 77% average. Tizzy: "analytics, funnels. Okay? And track your actual tutorial completion rates."toolAnalytics funnelsAnalytics > Funnels, with everytiny step tracked separately —…Avoid: running ads with no updates: Ads on an unimproved game buy traffic that bounces and teaches Roblox that your game is bad. Only spend after you have actually made the game better. Tizzy: "If you start running ads and you haven't updated your game... it's not going to do anything if you run ads, dude."tacticAvoid: running ads with noupdatesAds on an unimproved game buytraffic that bounces and…Avoid: buying your way in with cash: Money without reputation does not work in a clout-based space. Tizzy's first game cost $4K and never launched; Farmer Die cost $12K with full-time staff and peaked at 1.8K CCU. Give applicants a paid sample task, and fire people who miss what they promised — if the team is slow, that is on you. Tizzy: "I tried to come in this space just thinking I could throw money around and it doesn't work like that"tacticAvoid: buying your way inwith cashMoney without reputation doesnot work in a clout-based…Avoid: copying a mechanic blind: Understand why a mechanic works in its original genre before you paste it in. Build a Base and Steal copied auto-rolling from AFK games; kids hit end-game content in 3 hours and the economy broke, so they deleted auto-roll and roll speed entirely instead of tuning them. Tizzy: "A lot of people will look at a mechanic and how it's used in a specific genre and think, 'Let me just copy that.'"tacticAvoid: copying a mechanicblindUnderstand why a mechanic worksin its original genre before…Avoid: death by a thousand cuts: One annoying thing is survivable; five to ten small ones are not. Spam-clicking to upgrade, slow transitions, broken proximity prompts, unclear buttons — they compound. UX obsession is the difference between a 1K CCU game and a top-100 game, and most devs are simply too lazy to do it. Tizzy: "It can quickly become death by a thousand cuts... those points of friction can add up."tacticAvoid: death by a thousandcutsOne annoying thing issurvivable; five to ten small…Avoid: front-page fads and empty markets: Copying a big trending game or a modded fad gets you a month before it dies, and the same kids play every brain-rot, squishy and lucky-block variant so you are fighting for the same playtime. The opposite mistake is just as bad: a fantasy nobody plays yet has no demand to capture. Tizzy: "If you just copy a big front page game, this is going to die in like literally less than a month."tacticAvoid: front-page fads andempty marketsCopying a big trending game ora modded fad gets you a month…Avoid: trying to please everyone: The player is usually right, but players are not designers — they ask for the rarest pet for free without seeing that it kills the economy. Filter every suggestion through design judgement, and accept that someone will always be angry. Tizzy: "You have to use discernment, okay, when planning these updates to not cook your game entirely"tacticAvoid: trying to pleaseeveryoneThe player is usually right,but players are not designers …Avoid: buying pre-built templates: A bought template skips the learning, so when the game needs iterating you do not understand your own mechanics. Build it from scratch — or from a prototype you made — instead. Tizzy: "If you're buying templates in this space, you're cooked. Do not buy templates, bro."tacticAvoid: buying pre-builttemplatesA bought template skips thelearning, so when the game…Avoid: the red ocean pile-up: The moment a fantasy proves demand, dozens of devs ship Untitled Fishing Game, Fish Go, Catch a Fish — all competing on identical metadata, all dying. The mutated copies usually destroy the game that was first to market too. Tizzy: "Roblox devs see, 'Oh, fishing, there's high demand.' And it creates what's called a red ocean."tacticAvoid: the red oceanpile-upThe moment a fantasy provesdemand, dozens of devs ship…Avoid: selling your economy away: Currency packs sell, but a billion coins for nine Robux destroys progression for everyone. Convenience features like auto-collect look harmless and wreck the game — some friction is the product. Handing out the rarest pet because Discord asked would kill the whole economy. Tizzy: "You don't want to just make it like one bill money is like nine Robux. That's going to cook you."tacticAvoid: selling youreconomy awayCurrency packs sell, but abillion coins for nine Robux…Being wrong builds the intuition: Nobody predicts every game right; the learning is in forming the hypothesis and checking reality, not in being correct. And theory is not enough — you have to launch your own games, not just study other people's. Tizzy: "It's okay to be wrong cuz this is how you can learn, okay?"tacticBeing wrong builds theintuitionNobody predicts every gameright; the learning is in…Benchmark: experiences with similar players: Acquisition > Home Recommendations > Benchmark Experiences with Similar Players. This is the page that shows how you compare to your real competition instead of to the whole platform — do not judge yourself off the overview. Tizzy: "Don't just look at your overview... how does your game stack up against other games that your players also play?"toolBenchmark: experienceswith similar playersAcquisition > HomeRecommendations > Benchmark…Bomb Click: 260M visits from TikTok: Bomb Click, the Lying Challenge and Rubber Band Watermelon are all TikTok challenges rebuilt as Roblox mini-games. Simple to build, and they ride a cultural moment straight to huge reach. Tizzy: "Bomb Click, 260 million visits, okay? Very easy mini game to make."case studyBomb Click: 260M visitsfrom TikTokBomb Click, the Lying Challengeand Rubber Band Watermelon are…Browser and console game libraries: Addicting Games, Coolmath Games, Crazy Games, Newgrounds, Xbox Game Pass and the iOS/Google Play charts are Tizzy's idea sources. Crazy Games is his favourite because many of its games are already 3D Unity builds. Tizzy: "Reason being is they have games made by the Unity engine, so some of these games are 3D."toolBrowser and console gamelibrariesAddicting Games, CoolmathGames, Crazy Games, Newgrounds…Build a Base and Steal: the flagship: PvP layered onto the evergreen Build to Survive genre. It went 1K to 13.2K CCU in a week on ads, then to 25K normal and 38K peak, with 42-minute sessions and traffic split search 31% / home 20% / friends 27%. Revenue climbed from $25,070/month to $131,230, roughly $13K of Robux every 3 days, held there by weekly live ops. Tizzy: "This game was at 1 KCCU this time last week... this shit's going 100 KCCU."case studyBuild a Base and Steal:the flagshipPvP layered onto the evergreenBuild to Survive genre. It wen…Build a Boat: 2 years at 8-9K CCU: A simple building mechanic with infinite depth, where every session is different and the community makes the content. One 'how to build an F-22' video pulled 143K likes. Clippable design is what keeps a game alive for years. Tizzy: "Build a Boat for Treasure has been at like 8 to 9K CCU for a couple of years now"case studyBuild a Boat: 2 years at8-9K CCUA simple building mechanic withinfinite depth, where every…Build a collection fantasy: Kids get emotionally attached to rare things they rolled and want to fill the index. Combine that with random events so there is always something to log in and catch. Tizzy: "Kids love collecting things, filling out index, okay? They get emotionally attached to their pets."tacticBuild a collection fantasyKids get emotionally attachedto rare things they rolled and…Build in public, give value first: Post what you are learning on Twitter and YouTube even if it sounds stupid — that public record is what makes good developers answer your hiring posts, and a shipped game like Farmer D with 3.5M visits proves you are serious. When you network, offer something: pay for the call, report bugs in their game, never just ask for free time. Tizzy: "I think personal branding in the space is highly, highly underrated and super OP"tacticBuild in public, givevalue firstPost what you are learning onTwitter and YouTube even if it…Build many purchase pathways: Do not hide the shop in a menu. Add a plus icon beside the cash display, auto-open the shop after the third insufficient-funds error in a session, and put physical purchase objects at points of interest where players actually walk. Tizzy: "The more purchase pathways, the better."tacticBuild many purchasepathwaysDo not hide the shop in a menu.Add a plus icon beside the cas…Build the world before the code: Phase 1 is builds, models and UI, finished. Phase 2 is the programmer walking into a world that already looks real and wiring the core loop into it. Nobody is motivated by an empty baseplate full of free models. Tizzy: "I'm going to get all the models, builds, and UI done first, before ever getting a programmer in there"tacticBuild the world before thecodePhase 1 is builds, models andUI, finished. Phase 2 is the…Canva plus an AI image tool: Rough out the layout in Canva with screenshots of your assets, then feed that to an AI generator (he uses Row Thumbs) and iterate precisely — shorter hills, bigger buildings, clear blue sky. Be exact in the prompt or it gives you a fruit apple instead of an Apple Store. If it still misses after several tries, start a fresh chat. Budget 10-15 minutes per thumbnail. Tizzy: "Start with a concept. Iterate, iterate, iterate."toolCanva plus an AI imagetoolRough out the layout in Canvawith screenshots of your…Carpet Cleaning: $4K/month from AI: A visibly vibe-coded game that peaked at 10K CCU, settled near 500 players and earns 40k Robux a day — about $140, or $4K a month. Age Test, a quiz game built in a couple of hours with a single dev product, still makes about $25 a day. Simple monetization on a simple game is a livable income. Tizzy: "That's $140 a day. This game is making 4k USD per month. That's a livable income."case studyCarpet Cleaning: $4K/monthfrom AIA visibly vibe-coded game thatpeaked at 10K CCU, settled nea…Catch a game before it peaks: Filter for games created this month, then read the 90-day CCU chart for ones climbing but not yet at their maximum. Also check CCU against total visits — 560 CCU on 100k visits beats a huge visit count with nobody online. Tizzy: "You want to find a game when it's trending upward, but right before it peaks."tacticCatch a game before itpeaksFilter for games created thismonth, then read the 90-day CC…Check retention after every money update: Success is not just more Robux. After every monetization change, verify D1, D7, session time and the new-player experience did not get worse — a revenue spike that kills retention loses long term. Tizzy: "Check results is not just did I make more Robux. Did it destroy my D1? Did it hurt my D7?"tacticCheck retention afterevery money updateSuccess is not just more Robux.After every monetization…Clone it or make it yours?: One side: Tizzy openly reskins hits — he saw Steal Cookies and made Steal Sigma's RZ, and Coal reskinned My Singing Monsters. Other side: he also says template games and straight clones never work long-term and the new algorithm punishes derivative work. His resolution is a meaningful twist to the core loop, but where 'meaningful' starts is a judgement call he does not fully define. Tizzy: "If you do do a quote unquote clone, you need to make a meaningful twist to the core loop"open questionClone it or make it yours?One side: Tizzy openly reskinshits — he saw Steal Cookies an…Compare against your genre: A 20% bounce rate can be fine in one genre and terrible in another, so judge every number against similar games rather than the platform average. Reading competitor metrics is also how you find which of your stats is really the weak one. Tizzy: "how we measuring up against other games in the in the genre"tacticCompare against your genreA 20% bounce rate can be finein one genre and terrible in…Copy competitor monetization, then test: Before you build, look at what the game you copied sells — which gamepasses, which dev products, at which prices. When you see something like 2x offline earnings in Sell Lemons, treat it as an experiment in your game, not a permanent feature. Then sort your own products by sales and build more of whatever already wins. Tizzy: "This is why it's important to study other games and see what mechanics they use and just form a hypothesis and test it."tacticCopy competitormonetization, then testBefore you build, look at whatthe game you copied sells —…Copy your genre's retention hack: Every genre has one thing all the winners include. In survival it is a class system — Alien Ranch had none and had nothing to bring players back, so Farmer Die added one. Find yours by asking what these games do to earn D1 and D7. Tizzy: "We added a class system to our game cuz it's in the survival genre. All of them have classes as a retention hack."tacticCopy your genre'sretention hackEvery genre has one thing allthe winners include. In…Creator dashboard feedback tab: Click 'see full report' and Roblox gives you an AI summary of what your players are saying about mechanics, bugs and balance. Most devs never open it, and the complaints in there are exactly what a paid product could solve. Tizzy: "it will give you an AI summary of what your players are saying"toolCreator dashboard feedbacktabClick 'see full report' andRoblox gives you an AI summary…Creator Exchange: Type a fantasy or keyword and sort by visits to see who owns that space, how saturated it is and which sub-genres nobody has taken. Also the fastest way to study the thumbnails of the top games in your category. Tizzy: "I want to go visits and I'll just type in like the keyword"toolCreator ExchangeType a fantasy or keyword andsort by visits to see who owns…Cross-check three demand sources: Never bet on one signal. Stack Steam wishlists plus YouTube views plus Creator Exchange visits plus creator coverage — the more sources that agree, the more confident you can be before you spend months building. Tizzy: "I have two sources of clear demand signals... There is one more place that I want to show you."tacticCross-check three demandsourcesNever bet on one signal. StackSteam wishlists plus YouTube…Cycle ads, stats, update, repeat: Run ads to get data, read your benchmark stats, find the single worst one, ship a meaningful update aimed at it, then run ads again to feed Roblox fresh data. The same day your stats populate, start updating — every idle day costs momentum. Tizzy: "Run ads, okay? Then you're going to look at these stats... Then Roblox will start to hit algo."tacticCycle ads, stats, update,repeatRun ads to get data, read yourbenchmark stats, find the…Deliver the title promise in 30 seconds: If the game is called Build a Base and Steal, they should be building within 10 seconds and feel the PvP threat immediately. Bounce rate is literally the gap between what your title and thumbnail promised and what the first minute delivers. Tizzy: "The promise of the title is delivered in the first 30 seconds of gameplay."tacticDeliver the title promisein 30 secondsIf the game is called Build aBase and Steal, they should be…Demand must be a number: First question on the checklist: has this been done outside Roblox and did it work? Then find a countable proof — ratings, votes, wishlists, visits, or a big YouTuber who played it. Older proof is fine; if demand existed four years ago and nobody has made a modern version, it is still there. Tizzy: "Has this game idea been done outside of Roblox before and worked?"tacticDemand must be a numberFirst question on thechecklist: has this been done…Demand thresholds to look for: The numbers Tizzy treats as real signals when scanning other platforms. Anything at or above these means the core loop is proven. Tizzy: "basically, a quantifiable number that shows that people are actually interested in this core loop"benchmarkDemand thresholds to lookforThe numbers Tizzy treats asreal signals when scanning…Design clippable moments: Picture a YouTuber recording your game and build the moments they would cut: ragdolling into the void, a stolen pet, an insane build. Then watch their videos and note exactly which seconds they clip — that is free advertising and it tells you what is actually fun. Tizzy: "Make sure your game is clippable. This is free advertising, dude."tacticDesign clippable momentsPicture a YouTuber recordingyour game and build the moment…Design for nine-year-olds: Show, do not tell: press the button, see the result immediately. Kids do not read tutorials. Taking an adult game and dumbing the mechanics down until a kid gets it instantly is a real skill top devs have. Tizzy: "Majority of this platform is 9-year-olds."tacticDesign for nine-year-oldsShow, do not tell: press thebutton, see the result…Don't quit after a slow launch: One dev gave up on a game; a competitor copied it, changed only the map, and hit 10K CCU. You can be one update away, so do not lose faith at the first flat week. Tizzy: "If this guy didn't give up on his game so soon, he could be sitting on a game with 10k CCU."tacticDon't quit after a slowlaunchOne dev gave up on a game; acompetitor copied it, changed…Don't Steal the Bobo: metadata decides: Identical core loop to a wave of clones. It mutated the title and thumbnail and held 9.5K CCU while the clones sat at 31, 11, 2, 7 and 12 CCU. Same for fishing: Ice Fishing and Cage Fishing survived, generic Fishing Simulator died. Tizzy: "The ones that survive are the ones that, quote unquote, mutate."case studyDon't Steal the Bobo:metadata decidesIdentical core loop to a waveof clones. It mutated the titl…Engagement outranks monetization: Roblox's stated priority is play-through, bounce and retention; money is secondary. The June 2026 changes exist to push high-quality games and bury clickbait, so a fun game that people come back to wins the ranking. Tizzy: "Engagement is more important than monetization"tacticEngagement outranksmonetizationRoblox's stated priority isplay-through, bounce and…Every update targets one metric: Decide the number first — play days per user, playtime, D7 — then design the update to move it while still making players happy. One new skin moves nothing; content and systems that extend play do. Tizzy: "Don't push useless updates that don't create more engagement."tacticEvery update targets onemetricDecide the number first — playdays per user, playtime, D7 —…Fantasy or the better design?: Sometimes the strongest design fights the fantasy. An outdoor cafe would show off other players' plots far better than an indoor one, but indoor is what a gaming cafe actually is. Tizzy says both choices are valid — you pick which one you are optimising for. Tizzy: "sometimes something would be better design-wise, but it doesn't necessarily align with the fantasy"open questionFantasy or the betterdesign?Sometimes the strongest designfights the fantasy. An outdoor…Farmer Die: what $12K buys: Built from Alien Ranch's loop with guns, NPC curing and a class system added. It cost $12K with a full-time programmer and modeler and still only peaked at 1.8K CCU — but months later, with no updates, it holds 80-150 CCU and pays about $800/month. Money did not make it big; the niche made it durable. Tizzy: "I put $12,000 dollars into this game, okay? I hired a full-time programmer and 3D modeler."case studyFarmer Die: what $12K buysBuilt from Alien Ranch's loopwith guns, NPC curing and a…Feed it data fast: The algorithm cannot rank a game with no players, so you must bring traffic yourself — ads, TikTok and YouTube Shorts, or free UGC. The faster you feed it data, the faster it decides your fate, which is why studios dump ad budget in a single day. Tizzy: "The first thing you need is traffic to your game."tacticFeed it data fastThe algorithm cannot rank agame with no players, so you…Find a fantasy with no king: Look for fantasies with hundreds of millions of visits where the top game is years old and stuck at 1K CCU, or where every game is the same genre. Bring a trendy genre — checkpoint, extraction, clean-the-blank — into that fantasy. Tizzy: "This fantasy is just begging to be innovated on."tacticFind a fantasy with nokingLook for fantasies withhundreds of millions of visits…Find the exact drop-off minute: Read the new-user retention graph over a 7-day window and find the steep drop — say 2:30. Then set a 5-minute timer, play your own game, and watch what is happening at that exact moment. Tizzy: "See what's actually happening at the 2:30 mark causing quits."tacticFind the exact drop-offminuteRead the new-user retentiongraph over a 7-day window and…First-session retention benchmarks: Analytics > Engagement > New User First Session Retention. The targets Tizzy runs against: 95% still there at 30 seconds, 87% at 1 minute, 65% at 5 minutes. If you see 20-30%, your onboarding is broken. Tizzy: "First 30 seconds we're retaining 95% of our players"benchmarkFirst-session retentionbenchmarksAnalytics > Engagement > NewUser First Session Retention.…The 500 highly engaged players gate: Since the Kids/Select split, your game needs 500 highly engaged players before it shows to under-16s — a highly engaged player is anyone who spent money anywhere on Roblox in the last 60 days, not in your game. Roblox hides the exact thresholds so bot farms cannot game it. You can hit the algorithm before you hit 500, and home traffic makes the climb far faster: one dev needed 210k visits for 190 players, then got 160 more from just 90k visits in 5 days. Tizzy: "A highly engaged player is a user who has met a minimum purchase amount anywhere on Roblox in the last 60 days"benchmarkThe 500 highly engagedplayers gateSince the Kids/Select split,your game needs 500 highly…Fix your stats in Beta Mode: In Beta Mode your game is kept out of home recommendations, so you can pour ad traffic in and fix your numbers without burning your one shot at the algorithm. Big studios do this and spend heavily — 10K in a day — so they exit beta with top-tier stats. Tizzy: "While in beta mode, your experience will not be shown in home recommendations."tacticFix your stats in BetaModeIn Beta Mode your game is keptout of home recommendations, s…Fix your worst stat, only that one: Pick the single number furthest below your competitors and obsess over it until it moves — stop scrolling Discord and social media. Taking Hacker Business's bounce rate from 21% to 15% doubled its impressions and took CCU from 2.5K to 4.5K. Tizzy: "If a stat is low, focus on that stat and only that stat until it improves."tacticFix your worst stat, onlythat onePick the single number furthestbelow your competitors and…Make private servers free: Free private servers turn the game into a sleepover activity: friends build together, then tell other kids at school. That word-of-mouth flywheel costs you nothing. Tizzy: "Kids are going to go to school, they're going to tell their friends, right?"tacticMake private servers freeFree private servers turn thegame into a sleepover activity…Ship a free version, then sell the upgrade: Give them a free base lock that refreshes every 60 seconds so they learn what it is worth, then sell the 24-hour version. Put the paid one where the feet are and move the free one somewhere quieter. Tizzy: "Every 60 seconds or so, you can lock your base, no one can get in."tacticShip a free version, thensell the upgradeGive them a free base lock thatrefreshes every 60 seconds so…Game design is the top-1% skill: Not programming, not modelling, not UI. Game design is the blueprint — what does the player do, how do they win, what rules hold it together — and it is what separates the top 1% of developers. Tizzy: "That skill is game design. That skill is not programming."tacticGame design is the top-1%skillNot programming, not modelling,not UI. Game design is the…Gameplay before revenue: Games that monetise hard die fast — studios that make a game pay-to-win have killed games overnight. Players expect to earn things by playing; a fair economy keeps them around long enough to spend more in total. Tizzy: "A lot of games die quick... They make it super pay to win and it dies instantly"tacticGameplay before revenueGames that monetise hard diefast — studios that make a gam…Give them a reason to return tomorrow: Leave a question hanging: what can I unlock tomorrow, what pet is next, how big can this get. Test it on yourself by coming back the next day and asking whether you actually want to play again. Tizzy: "You want to have a strong curiosity hook, strong reason to come back tomorrow."tacticGive them a reason toreturn tomorrowLeave a question hanging: whatcan I unlock tomorrow, what pe…Grow a core of 8-10 sweats: Your power players grind hardest, spend most and understand the game best — treat them as co-designers. Plan updates with them, have them playtest before launch, look at the server tags they wear to find what else they love, and ask what games they used to play. Tizzy: "We literally plan updates with these guys... We have them play test our updates before they're live."tacticGrow a core of 8-10 sweatsYour power players grindhardest, spend most and…Hack a Business: the retitle: 'Sell Your Data' confused kids and got 1.54% CTR. Renamed 'Hack a Business' — a fantasy they instantly understood — CTR more than doubled to 3.27%. Its best thumbnail, a before/after split screen, did 60 million impressions, and cutscenes copied from competitors dropped bounce from 22% to 15-16%. The game reached 1K CCU and about $30K/month. Tizzy: "this is by far the best thumbnail, 60 million impressions"case studyHack a Business: theretitle'Sell Your Data' confused kidsand got 1.54% CTR. Renamed…Hide or Die: Prop Hunt, free: Coal took Garry's Mod's Prop Hunt — a $20 Steam game — made it 6v6 and free on Roblox. Kids who had no PC and no $20 had been asking for it for years. Tizzy: "Hide or Die. It's just Garry's Mod Prop Hunt."case studyHide or Die: Prop Hunt,freeCoal took Garry's Mod's PropHunt — a $20 Steam game — made…Hire a lean T-shaped team: Two to four people who each go deep in one skill and wide across others — a programmer who also does UI and animation, a builder who also models. Keep them in your time zone so a request is answered in hours, and pair a producer who plans with a dev who builds. Tizzy: "This is the team that I ran for Farmer Dai. It was literally just a two-man team."tacticHire a lean T-shaped teamTwo to four people who each godeep in one skill and wide…Home traffic is your real audience: Players from home recommendations already play games like yours, so they have higher D1, higher D7, longer sessions and they spend more. Once you are in, Roblox keeps learning from that organic traffic without you restarting ads. Tizzy: "Home algo is players that are your specific audience... higher D1, higher D7, higher play time."tacticHome traffic is your realaudiencePlayers from homerecommendations already play…Hook them before you sell: Get players emotionally invested in the first 90 seconds — a cutscene or world-building beats a list of instructions, and cutscenes are low-key overpowered for bounce rate. Do not throw starter packs or 2x offers at them in those first moments. Tizzy: "You need to get them emotionally invested into the game in the first 90 seconds"tacticHook them before you sellGet players emotionallyinvested in the first 90…How polished does it need to be?: One side: vibe-coded games prove kids forgive rough UI as long as the game is playable, not broken, and on-theme — Carpet Cleaning made $4K/month looking obviously AI-made. Other side: the June 2026 algorithm explicitly rewards high-quality unique games, and Tizzy says obsessive polish is what separates a 1K CCU game from a top-100 one. It depends on whether you are chasing a quick $4K/month or a flagship. Tizzy: "It doesn't need to be AAA studio level quality. The game is playable, it's not broken."open questionHow polished does it needto be?One side: vibe-coded gamesprove kids forgive rough UI as…Hunt purple oceans: Blue ocean means you are first, red ocean means everyone is already there, purple ocean means huge demand but everyone executes badly — that is where you want to be. Hide and seek, airport and firefighter fantasies were all purple oceans. Blue oceans also come from serving an audience nobody serves, like first responders in Emergency Roleplay. Tizzy: "purple ocean equals high demand, but poor execution."tacticHunt purple oceansBlue ocean means you are first,red ocean means everyone is…Hypothesis, ship, measure, revert: Every update is an educated guess in one of three shapes: if I add X, if I remove X, if I improve X, then stat Y goes up. Ship it, check the stat, and if it did not move, revert and go back to research. That loop is the whole job. Tizzy: "Every fix or update new publish your game is really just an educated guess."tacticHypothesis, ship, measure,revertEvery update is an educatedguess in one of three shapes:…Ideas are cheap, execution is rare: Tizzy refuses to gatekeep ideas because they are everywhere; finding the gap is only half the job and building the quality game that fills it is the other half. He puts about 80% of a game's outcome on idea plus execution and 20% on data optimisation. Tizzy: "Game ideas are everywhere. They're super abundant...What's actually difficult is execution"tacticIdeas are cheap, executionis rareTizzy refuses to gatekeep ideasbecause they are everywhere;…Iterate in a backup copy with AI: Once the MVP exists, download a backup and tune the feel yourself with AI for two or three rounds. Only then tell your programmer exactly what changed, so he verifies it works in the real codebase instead of doing five rounds of guesswork. Tizzy: "Communication slows things down. To reduce the headache for your programmer, you got to stick to scope"tacticIterate in a backup copywith AIOnce the MVP exists, download abackup and tune the feel…Just launch the MVP: Stop polishing the version in your head. Live players give you data that is worth more than any assumption, and the real work starts after launch when you update daily off what they actually do. Tizzy: "Just [ __ ] launch it, dude... then you're updating daily, sometimes twice daily, bro."tacticJust launch the MVPStop polishing the version inyour head. Live players give…Keep a games-to-watch journal: Pick rising games off RoTrends, log each one in a Google Sheet with your notes and a predicted CCU ceiling, then come back in a week or a month and check whether you were right. When you are wrong, name the exact bottleneck — social, first-time experience, bugs, or mid-game. This costs nothing and builds real design intuition. Tizzy: "a week, 2 weeks later, maybe a month later, I'll check Road Trends again... Was I correct?"tacticKeep a games-to-watchjournalPick rising games off RoTrends,log each one in a Google Sheet…Keep bounce rate low: Bounce rate is the share of players who leave within 60 seconds, and it is the one stat where a high number actively reduces your home recommendations. Roblox also tracks a second window, 61-180 seconds, so you can see exactly when they give up. Tizzy: "high rates lower your home recommendations exposure. Meaning this is a negative stat"tacticKeep bounce rate lowBounce rate is the share ofplayers who leave within 60…Launch 20 thumbnails, test weekly: The volume of creative Tizzy runs. At least 10 at launch, 20 if you want to win, 25 per ad campaign; he tested 50 across two campaigns for one game. Then 2-3 new ones every week forever, because CTR always decays as impressions pile up. AI-made thumbnails have never lost to a hired artist for him. Tizzy: "Launch as many as possible, at least 10. If you really want to win, launch 20 thumbnails."benchmarkLaunch 20 thumbnails, testweeklyThe volume of creative Tizzyruns. At least 10 at launch, 2…Lead with your best mechanic: Find the single most engaging thing in your game and let them do it inside 30 seconds — building, planting, whatever it is. One mechanic at a time; teaching two at once overloads them. Use the mechanic itself to teach: making them lock their base signals a threat without a word of text. Tizzy: "Text-based tutorials are awful, my opinion... kids don't read it."tacticLead with your bestmechanicFind the single most engagingthing in your game and let the…Let them own something: Twenty minutes of building or a purchased rare pet turns into sunk cost — players return to protect and grow what they made, exactly like Minecraft. Rare cosmetic blocks they can flex keep bases alive after progression plateaus. Tizzy: "you build your own world, it becomes your own thing, you're attached to it, it's like part of your identity"tacticLet them own somethingTwenty minutes of building or apurchased rare pet turns into…Live in your Discord: Being visibly in chat is not beneath you no matter how much the game makes — it builds loyalty and it is where ideas come from. Run polls as a side source of data, and be at the top of your own game's playtime leaderboard. Tizzy: "Do talk to your audience. Get in Discord. This is not beneath you."tacticLive in your DiscordBeing visibly in chat is notbeneath you no matter how much…Low play-through means bad packaging: Play-through rate is almost always a thumbnail and title problem, not a game problem — and a bad CTR can also mean you are in a red ocean rather than that the game is bad. Expect CTR to decay as impressions pile up; Hacker Business started at 2.1 QPTR and slid, which is why you keep testing. Tizzy: "Play-through rate's very simple, guys. It's usually just packaging, which is thumbnail and title"tacticLow play-through means badpackagingPlay-through rate is almostalways a thumbnail and title…Low playtime means a weak loop: If average play time is low, the core loop is not satisfying — every action needs sound and visual feedback, like camera shake when the pickaxe hits rock. For contrast, Build a Base and Steal averages 42 minutes against a typical 3-8, which is top-percentile. Tizzy: "If it's low, that means your core loop sucks. It means it's not satisfying."tacticLow playtime means a weakloopIf average play time is low,the core loop is not satisfyin…Make it readable on a phone: Bright saturated colours on a simple background, clouds and clutter stripped out, logos scaled up huge, text on empty sky rather than over buildings. Use characters kids already recognise — a bacon, a noob, the red guy from Rivals, the McDonald's arches. Tizzy: "You can see how this yellow just pops from the background"tacticMake it readable on aphoneBright saturated colours on asimple background, clouds and…Make progress visible to everyone: Nine out of ten top games let players show off — plots, pets, gear, leaderboards, speed cosmetics. Seeing someone way ahead makes a kid want to grind, so do not hide progress behind walls or force them to zoom out to see it. Tizzy: "All the biggest games on the platform, nine times out of ten, have a social flex element."tacticMake progress visible toeveryoneNine out of ten top games letplayers show off — plots, pets…Make the goal obvious in 60 seconds: Within the first 60-120 seconds a player must know what the game is, how to progress and what to be curious about next. By 5 minutes they should already feel like they are getting somewhere. Then keep curiosity loops open — what unlocks next, how big can this get, and RNG rolls that tease rare rewards you cannot have yet. Tizzy: "within the first 60 to 120 seconds, you want it very clear what the goal of this game is, how they can progress"tacticMake the goal obvious in60 secondsWithin the first 60-120 secondsa player must know what the…Mine proven loops from off Roblox: Old Flash games, Minecraft mini-games, Garry's Mod modes, Steam hits and console games are loops that already proved people love them. Take one that costs money or needs a PC and make it free on Roblox. Tizzy: "The easiest way to print money is to take a game that's doing well on Steam."tacticMine proven loops from offRobloxOld Flash games, Minecraftmini-games, Garry's Mod modes,…Name it at third-grade level: Use words a kid can picture — no 'data', no 'corporation'. Build from templates like Verb + Noun (Grow a Garden), Be + Noun (Be a Nurse) or Escape + Noun, and make the title imply a challenge, like 99 Nights in the Forest. Validate the keyword in Creator Exchange first: several high-visit games sharing it means the fantasy is strong, one is just luck. Tizzy: "You want to speak at a third-grade level."tacticName it at third-gradelevelUse words a kid can picture —no 'data', no 'corporation'.…Never stop updating: Devs who decide the game is 'done' because it makes money are the reason it stops making money. Also accept the ending: every game eventually dies, even the good ones, and then you go make the next one. Tizzy: "Hey, we made it. game's making money. We don't have to touch it. This is how games die"tacticNever stop updatingDevs who decide the game is'done' because it makes money…Run the passion filter: Ask yourself: with billions in the bank, would you still be making games? If the answer is no, do something else — money alone burns out. Tizzy's childhood gaming memories are what make the 12-hour days feel effortless. Tizzy: "If you had millions of dollars in your bank account, let's say billions, would you still be making games?"tacticRun the passion filterAsk yourself: with billions inthe bank, would you still be…Patch daily, update weekly: Two different rhythms: patches for bugs, exploits and balance go out daily; real updates are weekly, then bi-weekly. Tizzy's cycle is plan Saturday, assign Sunday, build Monday to Wednesday, ready Thursday, playtest Friday with the core, launch Saturday. Never ship an untested last-second update, and hire live ops internally — a studio treats your game as one line in a portfolio. Tizzy: "patches you can launch daily. Second thing is your updates... usually weekly, eventually bi-weekly"tacticPatch daily, update weeklyTwo different rhythms: patchesfor bugs, exploits and balance…Payer conversion numbers to aim at: Tizzy's real figures. Changing only how the roller teased rare pets took PCR from 0.3% to 0.75% blended. USA players convert at about 2% while the blend is dragged down by lower-income regions. Better placement and consumables tripled one game's revenue while CCU only doubled. He still calls his $25K/month game badly under-monetized. Tizzy: "From 0.3% to 0.75, more than doubled our PCR by changing how the rolling works"benchmarkPayer conversion numbersto aim atTizzy's real figures. Changingonly how the roller teased rar…People-also-join panel: On any game's Roblox detail page, this section shows what else that audience plays. If your loop already appears there, those players know it; if it does not, you have found an untapped market. Tizzy: "you look at the actual Roblox detail page and we look at the people also join section"toolPeople-also-join panelOn any game's Roblox detailpage, this section shows what…Pick a genre you can finish: Obby is the easiest, then simulator and tycoon; quiz and clicker are the safest for AI-built games. Modern AI can carry a whole game in these genres, so there is no excuse for never shipping. Tizzy: "Obby, super easy to make, okay? Simulator, tycoon. Obby is probably the easiest."tacticPick a genre you canfinishObby is the easiest, thensimulator and tycoon; quiz and…Pick a proven thumbnail format: One or two characters, rarely three, with one very clear action and readable emotion on their faces. Working formats: before-and-after or Level 1 vs Level 999 for progression games, first person for 'be a ___' games, a swarm for chaos games. Tizzy: "One or two characters, sometimes three. But usually no more."tacticPick a proven thumbnailformatOne or two characters, rarelythree, with one very clear…Play the target game for 2 hours: Ten minutes tells you nothing. Play at least two hours: hit the progression walls, see the mid-game, try the monetization, and write down the core loop, the progression and the price points. Matia studied games 12 hours a day before his breakout. Tizzy: "Play the game for 2 hours. Get deep into the game because most people they'll just play 10 minutes."tacticPlay the target game for 2hoursTen minutes tells you nothing.Play at least two hours: hit…Price in three tiers: Small, medium and large fries. A cheap starter that converts, a mid-tier that most people buy, and an overpowered expensive one for whales. Tizzy: "small, medium, and large fries... You usually want three options."tacticPrice in three tiersSmall, medium and large fries.A cheap starter that converts,…Prototype the MVP before you hire: Scope only the minimum viable product — core loop plus a bit of progression, no live ops, no seasons. Get it running with AI, parts and free models yourself, so you know the game is fun before you pay anyone. Tizzy: "you can get a working prototype with AI before ever hiring a dev. This is OP, in my opinion"tacticPrototype the MVP beforeyou hireScope only the minimum viableproduct — core loop plus a bit…Put other players in the core loop: Interaction with other players should not be optional — PvP or co-op belongs at the centre of the game, like Missiles vs Cities or 99 Nights. If the game is 10x more fun with friends, players recruit their own friends for you. Tizzy: "Your game should be more fun to play with friends. It should be 10 times more fun to play with friends"tacticPut other players in thecore loopInteraction with other playersshould not be optional — PvP o…PvP makes every session new: In PvE the tsunami is always the same tsunami; with other players no two sessions repeat, which is why Rivals earns what it does. Pair it with a safe build mode so new players can invest an hour before anyone wrecks them. Tizzy: "PvP makes it so no any session ever truly feels the same. This is why PvP is a low-key goated."tacticPvP makes every sessionnewIn PvE the tsunami is alwaysthe same tsunami; with other…qptr.io: Free tool that previews your thumbnail as it will appear on mobile, desktop and console. The most common mistake Tizzy sees is a thumbnail that looks great on a monitor and is unreadable on a phone — this is the last gate before you go live. Tizzy: "always look at what it's going to look like on all devices using q p t r dot i o"toolqptr.ioFree tool that previews yourthumbnail as it will appear on…Ranked against your genre first: Roblox first compares you to every game in your genre — including adjacent ones with similar mechanics — and turns your stats green or red. Once it has enough data it re-ranks you against games that share your exact audience, and that is usually when your numbers look worse. Tizzy: "First and foremost, they're going to rank you across the entire genre."tacticRanked against your genrefirstRoblox first compares you toevery game in your genre —…Recruit on Twitter and YouTube: Post what you are building and what you are learning until developers trust you, then post the job. With a reputation you can hire the same day, sometimes within an hour. A top dev told Tizzy he will not hire anyone with fewer than 30 mutual Discord connections. Tizzy: "Twitter is goated for hiring. You kind of got to larp a little bit on Twitter"tacticRecruit on Twitter andYouTubePost what you are building andwhat you are learning until…Relentless focus beats talent: Most young devs are talented enough and simply will not lock in — the winners do 10x the work, not 2x. Turn down the other opportunities in your DMs and stay on one game with one team; small mission-aligned teams doing 12-hour days and daily updates beat big diffused ones. Tizzy: "Relentless focus. This is probably the most most most important thing that 90% of you don't have."tacticRelentless focus beatstalentMost young devs are talentedenough and simply will not loc…Skin a trend onto a proven format: Instead of inventing mechanics, take a game that already works and reskin it with whatever content is trending. You can also strip the scary or adult parts off a proven loop to reach kids. Tizzy: "he takes a proven loop and he packages it in such a way that it's more readable and mass market"tacticSkin a trend onto a provenformatInstead of inventing mechanics,take a game that already works…Reuse proven mechanics, change 20%: Every system you add — upgrade board, buy-one/buy-max buttons, locking, plots — should already exist in a game with billions of visits, so players know how to use it on sight. Blend two or three of those games and change roughly 20% to get your own identity. Tizzy: "The Pareto principle... 80% of consequences come from 20% of causes... Change 20% of it."tacticReuse proven mechanics,change 20%Every system you add — upgradeboard, buy-one/buy-max buttons…Revive dead and abandoned games: Loops from 5-10 years ago still work if you modernise the art, the UI and mobile controls. Even better: find a live game with a good loop, a community page full of bug complaints and a dev who stopped updating — those players are waiting for you. Tizzy: "Find a game that is not updating. You go on the community page, there's tons of complaints of bugs."tacticRevive dead and abandonedgamesLoops from 5-10 years ago stillwork if you modernise the art,…RoTrends: The site that shows what is blowing up right now: CCU over time, visits, revenue estimates and how often a game updates. Tizzy calls it a gatekept secret and found Alien Ranch with it. Its revenue numbers under-report, sometimes by half. Tizzy: "Go to RoTrends. Apparently, this is like a gatekept secret."toolRoTrendsThe site that shows what isblowing up right now: CCU over…Copy a proven format, then twist 20%: Never invent a loop from nothing and never clone one 1:1. Take a loop players already understand, then change roughly a fifth of it — a mechanic, a theme, a market — so it is familiar but not a copy.Copy a proven format, then twist 20%Never invent a loop from nothing and neverclone one 1:1. Take a loop players alreadyunderstand, then change roughly a fifth of it— a mechanic, a theme, a market — so it isfamiliar but not a copy.Enter demand, never create it: Only build where you can already point at players who want this. Brand-new markets with no proven audience are the riskiest thing you can do.Enter demand, never create itOnly build where you can already point atplayers who want this. Brand-new markets withno proven audience are the riskiest thing youcan do.Ideas are cheap, execution is rare: Tizzy gives ideas away on purpose because they are abundant. The real bottleneck is finding talent that ships on time and polishing what everyone else leaves broken.Ideas are cheap, execution is rareTizzy gives ideas away on purpose because theyare abundant. The real bottleneck is findingtalent that ships on time and polishing whateveryone else leaves broken.Build for a 9-year-old on a phone: Most of the platform is young kids and about 80% of them play on mobile. Every mechanic must be understandable without reading and usable with a thumb.Build for a 9-year-old on a phoneMost of the platform is young kids and about80% of them play on mobile. Every mechanicmust be understandable without reading andusable with a thumb.Every update is one hypothesis on one stat: Pick your worst number, guess what will fix it, ship exactly that, and measure. If the stat does not move, revert and guess again.Every update is one hypothesis on onestatPick your worst number, guess what will fixit, ship exactly that, and measure. If thestat does not move, revert and guess again.Packaging decides who clicks: Title, thumbnail and art direction are what players judge before they ever load the game. Two games with the exact same loop live or die on packaging alone.Packaging decides who clicksTitle, thumbnail and art direction are whatplayers judge before they ever load the game.Two games with the exact same loop live or dieon packaging alone.Retention before revenue: Roblox ranks engagement above monetization, and pay-to-win games die fast. Make the game fun and sticky first, then add money on top of it.Retention before revenueRoblox ranks engagement above monetization,and pay-to-win games die fast. Make the gamefun and sticky first, then add money on top ofit.Ship early, then update daily: Real player data beats anything you imagine. Launch the MVP before it feels ready and then patch daily — sometimes twice a day — during the first week.Ship early, then update dailyReal player data beats anything you imagine.Launch the MVP before it feels ready and thenpatch daily — sometimes twice a day — duringthe first week.Never act on one data source: Cross-reference qualitative feedback, dashboard numbers and competitor research before every big decision. Three agreeing sources make your guess strong enough to bet on.Never act on one data sourceCross-reference qualitative feedback,dashboard numbers and competitor researchbefore every big decision. Three agreeingsources make your guess strong enough to beton.Run games like a business: Ten years of e-commerce UX work — heatmaps, session recordings, funnels, A/B tests for 8-9 figure brands — transfers directly to game stats. Treat games as products entering markets, and Roblox is easy mode compared to e-commerce because the competition is undisciplined teenagers. Tizzy: "If you had previous business success, dude, Roblox is on easy mode right now."tacticRun games like a businessTen years of e-commerce UX work— heatmaps, session recordings…Run $16/day of ads, minimum 3 days: $16 a day for at least 3 days is the floor — below that the algorithm has no signal. Convert Robux into ad credits instead of paying USD, set a daily budget not a lifetime one, pick All Ages (it serves 16+ anyway) and accept every setting Roblox recommends. Tizzy: "Bare minimum, $16 a day. Run it for at least 3 days."tacticRun $16/day of ads,minimum 3 days$16 a day for at least 3 daysis the floor — below that the…Secure the Airport: genre swap win: The airport fantasy was all roleplay games. One dev made a Papers Please style checkpoint game inside it and had zero competition. Tizzy called it at 50 CCU and it grew to 30K. Tizzy: "He came in, he said, 'Let me take this fantasy. Let me make it a checkpoint style game'."case studySecure the Airport: genreswap winThe airport fantasy was allroleplay games. One dev made a…Sell fixes for real pain: Every one of Tizzy's best sellers removes a specific frustration: a 24-hour base lock so AFK players do not get robbed, +30 speed to skip the grind, limited-stock items so you do not look like a filthy casual, 2x on offline earnings so you do not miss out. A product that feels like a nice-to-have does not sell. Tizzy: "Products should feel like a must-have, not a nice-to-have."tacticSell fixes for real painEvery one of Tizzy's bestsellers removes a specific…Sell the fantasy in the thumbnail: The thumbnail has to show what the player will feel — power, fear, outsmarting someone — and give context to the title so the two together explain the game. Tease the one thing that makes you different, like 'steal at night' or a visible buy-and-sell loop. Tizzy: "the thumbnail to communicate what the player can expect to feel when playing"tacticSell the fantasy in thethumbnailThe thumbnail has to show whatthe player will feel — power,…The 7-day window and data lag: The algorithm judges you on a rolling 7-day window, and the dashboard itself lags — 24 hours for most updates, up to 3 days early on. Do not panic the morning after a big update; the ranking speed did not change with the June 2026 update. Tizzy: "They use a 7-day window of data... if you push a huge update, don't freak out if your stats don't drastically improve the next day."benchmarkThe 7-day window and datalagThe algorithm judges you on arolling 7-day window, and the…Ship a new tutorial every day: In launch week, put out a new tutorial version daily and read the funnel and D1 after each one. Build a Base and Steal went through nine versions before the onboarding was right. Tizzy: "We tried probably nine different tutorials, all right? We launched probably a new tutorial every day for the first week"tacticShip a new tutorial everydayIn launch week, put out a newtutorial version daily and rea…Sign a contract and a statement of work: Never work with someone who will not sign. The SOW lists every frame, model and UI system so nobody argues later. Pay on completion, not upfront, and do not add work mid-project — if you want more, write a new contract. Tizzy: "always always sign a contract. Do not work with someone that is not willing to sign a contract"tacticSign a contract and astatement of workNever work with someone whowill not sign. The SOW lists…Build it yourself or produce it?: One side: Tizzy does not code at all — he is a producer who validates ideas, partners with developers and invests, and he says talent is the bottleneck worth paying for. Other side: he also says AI can now build an entire game in an easy genre, so a solo dev can prototype and ship without hiring anyone. Which one you pick depends on your budget and your reputation, and he has done both. Tizzy: "I invest in games. I partner with devs... I'm a producer/project manager. I do not code."open questionBuild it yourself orproduce it?One side: Tizzy does not codeat all — he is a producer who…Matia: 12 hours a day, $250K: Matia played Roblox games 12 hours a day to internalise what works, then made $250K in two months with Spin a Brain Rot and later hit 100K CCU. Study time converts into design intuition, and intuition converts into money. Tizzy: "He early on would play Roblox games for, I fuck you not, 12 hours a day."case studyMatia: 12 hours a day,$250KMatia played Roblox games 12hours a day to internalise wha…5 · The algorithm3 · Build fast1 · Find the idea4 · Launch9 · Mindset7 · Monetize6 · Retain & live ops8 · Read the stats2 · Validate itStart from a core fantasy: Before anything else, name the fantasy your game sells: the role, the world and the feeling. Picture what a 7-year-old daydreams about before sleep — animals running a hospital, being a firefighter, a tiny person in a giant kitchen. Tizzy: "What is the core fantasy of this game?"tacticStart from a core fantasyBefore anything else, name thefantasy your game sells: the…Steam reviews, Reddit and Discord: Read the reviews of similar Steam games and the subreddits and Discords for that fantasy. You are looking for what they praise, what they complain about and the sentence 'why is every X just a Y?'. Tizzy: "looking at SAP games in Steam, looking at...SCP subreddit and just trying to get a feel"toolSteam reviews, Reddit andDiscordRead the reviews of similarSteam games and the subreddits…Take a proven loop to a new audience: Different fantasies have different kids. A loop that is beaten to death in the brain-rot crowd can be brand new to the SCP crowd, so the same clone that dies in one market wins in another. Tizzy: "introduce a proven loop to a market that has not seen it yet"tacticTake a proven loop to anew audienceDifferent fantasies havedifferent kids. A loop that is…Talent is the real bottleneck: Know the business behind the business. On Roblox the constraint is not ideas, it is finding developers who ship on time in a space full of teenagers who ghost you. Tizzy: "Ideas are cheap and everywhere. The bottleneck I found in this business of Roblox is talent."tacticTalent is the realbottleneckKnow the business behind thebusiness. On Roblox the…Test on mobile and console yourself: About 80% of Roblox is mobile and 30% of Build a Base and Steal's players are on console — console players also play often and for long sessions. The core mechanic has to be frictionless with a thumb: voxel building is clunky on touch, which Tizzy thinks costs Build a Base and Steal 100-150k CCU. Fixing console UX measurably raised their D1. Tizzy: "That's where 80% of Roblox players are."tacticTest on mobile and consoleyourselfAbout 80% of Roblox is mobileand 30% of Build a Base and…The metrics Roblox ranks you on: Play-through rate (what QPTR became), bounce rate, 7-day playtime per user, 7-day play days per user, D1, D7, and now D28 — plus monetization and conversion. Model your game as a funnel — impressions, clicks, plays, D1, D7, D28 — and fix the biggest leak. Tizzy: "Deep play through rate, 7-day playtime per user, 7-day play days per user."benchmarkThe metrics Roblox ranksyou onPlay-through rate (what QPTRbecame), bounce rate, 7-day…Time the offer to peak desire: Monetization is psychology, not mechanics. Show the Robux button exactly when the kid wants the pet and cannot afford it, and pop the 2x prompt at the moment he walks over to collect offline earnings — not in a menu, not earlier. Tizzy: "It's all about the timing and placement in the psychological levers that you're pulling at the exact right time"tacticTime the offer to peakdesireMonetization is psychology, notmechanics. Show the Robux…Trello and Loom: Break the design document into Trello columns per role with explicit tasks. Explain each one in a Loom video with pictures and a link to a live game that already has that system — video beats text, and if they build it wrong your brief was unclear. Tizzy: "Best way to communicate, in my opinion, is use something called Loom. Record a video"toolTrello and LoomBreak the design document intoTrello columns per role with…Trust the docs, not Twitter: Roblox publishes how discovery works because it needs the next hit as badly as you do. Roblox Twitter is an echo chamber of misinformation — check the official FAQ before you believe a viral thread, especially about the 500-player safety rules. Tizzy: "there's a lot of misinformation, unfortunately, on Roblox Twitter... a crazy echo chamber of misinformation"tacticTrust the docs, notTwitterRoblox publishes how discoveryworks because it needs the nex…Turn TikTok challenges into mini-games: Scroll TikTok, find a viral challenge, and build it as a mini-game so kids can do it with friends who live too far away. These are Tizzy's favourite ideas because dev time is tiny. Tizzy: "Just scroll TikTok, bro...my personal favorite is TikTok Challenges"tacticTurn TikTok challengesinto mini-gamesScroll TikTok, find a viralchallenge, and build it as a…Use consumables, not gamepasses: A gamepass is bought once; a consumable is bought like toothpaste — today, tomorrow, the day after — which pumps your 7-day spend days per user. The 24-hour base lock became the top seller two days after launch. Tizzy: "I'm a huge proponent of dev products versus game passes when it comes to consumables."tacticUse consumables, notgamepassesA gamepass is bought once; aconsumable is bought like…Use three data streams: Qualitative (what players say in feedback, Discord, surveys), quantitative (everything countable on the dashboard) and competitor research. Qualitative is the one almost every dev ignores, and it is the only stream that tells you why. Tizzy: "there are three main data sources... qualitative data... quantitative data... and then there is of course competitor research"tacticUse three data streamsQualitative (what players sayin feedback, Discord, surveys)…Genre test for an AI-built game: If you plan to build it entirely with AI, the genre must pass three checks: low dev time, high demand with low competition, and at least one successful vibe-coded game already in it. Quiz, clicker and simulator pass; Action RPG is underserved but too complex to vibe code. Tizzy: "Three things I would look for if I was looking to make a game entirely with AI."benchmarkGenre test for an AI-builtgameIf you plan to build itentirely with AI, the genre…Wait three days before judging: Roblox's data pipeline is not Shopify — numbers take about 3 days to be real, sometimes 24 hours, sometimes longer at launch. And your early stats will look terrible unless you are already a top dev; that is normal, it just means room to improve. Tizzy: "In Roblox, it's like every 3 days. So [ __ ] take a deep breath."tacticWait three days beforejudgingRoblox's data pipeline is notShopify — numbers take about 3…Watch a kid play it on a phone: Hand it to your little cousin on their phone and say nothing. Every place they hesitate is a friction point. Most devs have never even opened their own game on a phone, and that is where the majority of players are. Tizzy: "Have your little cousin play the game. Don't teach them how to play the game."tacticWatch a kid play it on aphoneHand it to your little cousinon their phone and say nothing…Watch kids play it on YouTube: Search your game, sort by newest, and find the nine-year-old who screen-recorded it on an iPad. Where he gets stuck or confused is your UX bug list. Do the same with big creators to see which moments they clip, and play your own game to see the playstyles you never designed for. Tizzy: "where is he getting stuck? Where is he getting confused?"tacticWatch kids play it onYouTubeSearch your game, sort bynewest, and find the…What actually drives D1, D7 and D28: D1 is almost entirely tutorial and onboarding quality. D7 needs enough content plus weekly events, admin abuse and social flex. D28 needs deeper progression, not more models — Hack a Business has about 2.5 hours of initial content. Farmer Digger was destroyed by the new algorithm purely on D7/D28. Tizzy: "D28 is deeper progression mechanics. Not just spamming more models in the game"benchmarkWhat actually drives D1,D7 and D28D1 is almost entirely tutorialand onboarding quality. D7…When do you stop paying for ads?: One rule he gives: stop the moment home-recommendation impressions pass your sponsored impressions, because the algorithm has taken over and ads are wasted money. The other: keep running them after every meaningful update to feed fresh data, and if you can afford it just keep spending until you hit algo. In practice it depends on whether your last update was big enough to be worth re-measuring. Tizzy: "Once your home recommendation impressions have surpassed your ad impressions, stop ads."open questionWhen do you stop payingfor ads?One rule he gives: stop themoment home-recommendation…Write a game design document: Put the whole game on paper: what players do, how they level up, the economy, the progression. Then hand it to AI and ask what the programmer specifically has to build — that becomes your task list. Tizzy: "you're going to put this game idea into what's called a game design document"tacticWrite a game designdocumentPut the whole game on paper:what players do, how they leve…Write original title and images: Roblox's own discovery guidance says repetitive titles and reused images rank lower, and clickbait like 'mysterious game' is now punished. Make your own thumbnails, icons and name, keep every personalised variant honest about the game, and fill the detail page with your best thumbnails showing different parts of the game — most devs ignore that page entirely. Tizzy: "Avoid publishing content with repetitive titles and images that have been previously published."tacticWrite original title andimagesRoblox's own discovery guidancesays repetitive titles and…Write your ideal player persona: Borrowed from e-commerce: name exactly who plays this, what else they play and what they want. Then ask Cole's three questions — is the idea clickable, is it relatable, does it already have a passionate fan base?. Tizzy: "identifying your ideal player persona...you have to know who your customer is"tacticWrite your ideal playerpersonaBorrowed from e-commerce: nameexactly who plays this, what…