DISTILLED FROM 24 VIDEOS · 179 LESSONS · 9 LAWS

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

Tizzy builds Roblox games that pull tens of thousands of players and six figures a month, and explains how on YouTube.

We took 22 of those videos apart, kept his exact numbers and his own words, and put it in the order you use it. Plus game-design fundamentals from Brackeys and Field of View, marked on their cards.

Every card links to its video. 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 idea
Go 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.

20K CCU: Jump to Steel SCP's audience crossover performance
“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”
TACTIC

Map your niche as building blocks

Line up the top games in your niche and fill the same grid for each one: fantasy, unique mechanic, core loop, RNG, level design, tension, progression and long-term collection. His example is the simulator subgenre of tycoon, which he calls the most popular niche on Roblox. Escape Tsunami for Brainrots, Kick a Lucky Block, Steal an Egg, Ride a Pet, Dig and Clean and Surf and Rescue come out as the same game under the hood. The grid shows what they all share and the few blocks each one changed to take its market share.

“All these games are mechanically under the hood the exact same game. They just swap out specific aspects”
TACTIC

The fantasy is the primary verb

When he says fantasy he mainly means the verb: steal a thing, raise a thing, kick a thing, ride a pet, escape with a valuable, dig up treasure, save animals. World building sits around it, but the verb is what sets the game apart. He treats game design like a house: the fantasy and the unique mechanic are the foundation, the two blocks he rates as most important for standing out.

“when I say fantasy, I'm pretty much talking about like the primary verb here”
CASE STUDY

Steal an Egg: a UI restock moved into the world

His reading of Steal an Egg under the hood. It took Grow a Garden's stock refresh, where the seeds in a shop frame restock every five minutes, and made the eggs in the world restock every five minutes. It also added PvP on top of the monster chase, where Escape Tsunami and Kick a Lucky Block were PvE only. The restock stacked FOMO, urgency and scarcity on top, which intensified the PvP.

5 minutes: the seed restock in Grow a Garden and the egg restock in Steal an Egg
“they took that mechanic from a UI frame and applied it to the world”
CASE STUDY

Surf and Rescue: same game, new audience

His pick to blow up. This is a prediction, not a result. Mechanically it is the same game as the others, with the same RNG and linear level design. It adds surfing, plus clear PvE tension that Dig and Clean lacked. The real change is the fantasy, save animals, and he expects it to pull a mostly female audience where he sees the others as male-dominated.

“the fantasy signals both unique mechanic and can also target a completely different audience”
CASE STUDY

Ride a Pet: about 40% changed from Steal an Egg

His example of stacked changes. It took the exploration vibe of Creatures of Sonaria and attached a simulator progression loop, and he believes it was one of the first games in this genre to do exploration. Against Steal an Egg it changes the fantasy (ride a pet), the unique mechanic (exploration), the level design (the captions render it as "radio" level design) and the tension (no monster, a hatch timer instead). He estimates that at about 40% changed, his picture of how a 100K CCU game differs from its reference.

40%: how much Ride a Pet changed from Steal an Egg; 100K CCU: the tier stacked changes aim at
“they changed probably 40% here”
BENCHMARK

How much to change: 20%, or stack changes

His recipe if he started a game today: understand the genre, pick one reference game, change at least 20% of it, mainly the fantasy and the unique mechanic. That is enough for a 1K to 5K CCU game, maybe 10K. For 100K CCU several changes have to stack, as in Ride a Pet. The more you change in areas that matter, the more market share you take, but every change has to be meaningful, studied and researched.

20%: the minimum change; 1K to 5K, maybe 10K CCU: what 20% is enough for; 100K CCU: needs several stacked changes
“All you really need to do for 5 to 10K CCU is change 20% of it.”
CASE STUDY

His game: raise instead of steal, plus feeding

His own teardown of the game he calls Raisin Anomaly on camera, against Steal an Egg. The fantasy is raise a thing instead of steal a thing, and his game has a good chunk of female players who never played Steal an Egg, where he expects Steal an Egg to be mostly male. The unique mechanic is the same egg restock plus feeding, which he says is in tons of games and not new. The core loop, RNG, level design and tension stay the same. He says it will not be as big as Steal an Egg or a 100K CCU game, and that two more games are on the way.

100K CCU: what he says this game will not reach
“we innovated with the audience and with the fantasy”
2 · Validate it
Prove 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.

62 million visits: Grow a Hacker Business reference game
“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%: Roblox players on mobile devices
“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.”
TACTIC

Test appeal with a simple prototype

Appeal is the pillar that decides whether anyone plays at all, and the hardest to hit consistently, because it is only a feeling of being drawn to a game and wanting to play more. It varies by game and by player: fast action, realism, graphics and sound design for some, an interesting story or a well thought out puzzle for others. Since nobody can promise a formula for it, start every game with a prototype in a simplified format to see if the appeal is there. The exception is a game built entirely on stunning graphics and huge open worlds, which a simple prototype cannot test and which needs about 200 employees anyway.

200 employees
“start every game with the prototype to test out your ideas in a simplified format”
3 · Build fast
Hire 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: Team member count for efficient execution
“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: Iteration rounds before programmer feedback
“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: what he paid for the 'Destroy the Kairens' template — it reached 100 CCU and flopped
“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”
TACTIC

Pay your team on time, every time

If you said you would pay an amount on a date, pay it on that date. The people you hire budget that money into their month for groceries and family, so a late payment hits their livelihood, not just your schedule. Credit is the other half: everyone who worked on the game goes in the in-game credits, and he names the key people publicly.

“Respect people. Pay them on time. have integrity.”
TACTIC

Weak incentive, not bad developers

When contractors go quiet or nothing ships on time, treat it as a leadership problem first. Your project is competing with their other work, so ask whether the pay, the upside and the work environment make yours the one worth prioritising. Devs who say every developer ghosts them have usually never looked at this.

“maybe I'm not creating a strong enough incentive for my team to want to prioritize the game that we're building together”
TACTIC

Give every character its own lore

What he points at is volume of hand-made content: almost 80 unique characters, each with its own lore. That is what backs calling it the most polished simulator he has seen on the platform in a long time. He credits the team for it: lead programmer Scripted Eli and level designer Fall Too Deep.

almost 80 unique characters
“We have almost 80 unique characters, each with their own lore.”
TACTIC

Fit everything to the intended experience

There are no design rules that hold for every game, because games differ so much: a choice that works for an MMORPG can be wrong for a competitive FPS. Decide what experience the player is meant to have, then judge every mechanic, sound and level against that one target. The test is never whether a feature is good in the abstract.

“everything in game design must fit the player's intended experience”
TACTIC

The three pillars: player, communication, appeal

Every game rests on three pillars: the player, communication and appeal. For the player pillar, ask what the player's role is and how they interact with the game - the player always needs a purpose and has to be the one driving the game forward, which is what separates a game from other media. A player with no say and no effect on the game becomes indifferent and is just completing tasks for the sake of it.

3 pillars
“three main pillars that hold up this foundation player communication and appeal”
TACTIC

Communicate purpose through the environment

Giving the player a purpose is worthless unless you communicate it; without an idea of the goal and how to reach it, players feel powerless and get bored. Use the environment and visual clues to state the objective of a situation instead of relying on text. The example given is the beginning of Half-Life 2, where the developers show a world of oppression and make the player feel part of it, which makes them want to change it. The same applies moment to moment: always make it clear what the player should be concentrating on.

“try to use the environment or leave visual clues that communicate the objective of a situation”
TACTIC

Build anticipation before anything big

Anticipation prepares the player for what is about to happen so they can react and do not feel cheated by the game. The small version is a charge-up animation on an enemy before it attacks. The large version is the ending of Half-Life: sound builds, electrical sparks fly and the camera shakes right before the explosion, and the whole G-Man and Dr. Freeman sequence works as one long build-up to it.

“anticipation will help prepare the player for what's coming”
TACTIC

Meet the player's subconscious expectations

Events have to behave logically and live up to expectations the player never states out loud - shoot something and bullet holes should appear. Getting the right sounds for physical events matters as much; the more sound is considered, the better the experience. Events should follow general physics, and a game that deliberately changes those rules has to change them consistently. Once a rule is established, stick to it.

“when shooting something bullet holes should appear”
TACTIC

A game may cheat if nobody notices

Consistent rules do not mean the systems behind them are honest. The example is the AI in the Arkham games, which is told not to turn around when Batman sneaks up behind, so the player gets the ambush. A lot of shooters alter their AI the same way to hand the player a hidden advantage that rewards a certain play style, and keeping AI unsophisticated is fine.

“games can cheat as long as the player doesn't notice”
TACTIC

One change at a time kills the dynamic

A situation goes flat when only one thing changes at a time; several things moving together is what keeps a game worth replaying. That is why competitive games like Counter-Strike stay interesting with the same weapons on the same maps: for the attacking team to plant, one player throws a smoke over the wall to cover defenders, another sneaks around to flank, and the rest charge in each checking different angles to clear them. Design encounters so systems overlap instead of firing one after another.

“dynamic is lost when only one change occurs at a time”
TACTIC

Pace the events, then space the world

Aim for a natural sense of progression by not over-stimulating or under-stimulating the player: spread out the moments of high concentration, alternate action-packed and laid-back sequences, and keep the number of simultaneous changes in line with the current pace. Tower defense is the clean example, alternating waves of enemies with building new towers, and many of those games also vary large waves of weak enemies against small waves of strong ones. Spacing applies to the environment too - open areas to admire the view against tight claustrophobic areas change the pace and so change the gameplay. Stay aware of how much space you have in the world and on screen, including enough room for AI and other players to move realistically.

“trying not to over stimulate or under stimulate the player”
TACTIC

Start linear, then open the world

Rand Miller says Cyan's recent games open much more linear, usually with one simple task, so players get the feel of the place before choices appear. He compares too many early paths to the early World Wide Web, where clicking down a path made you afraid you had lost your place. Yooka-Laylee and the Impossible Lair first had no paywalls at all and you could walk straight to the last level; Playtonic judged that too open and added softer walls, so each area gives real choice, ends at a paywall, then opens up again. Players want structure; the only question is how much.

“we start out much more linear so that people kind of get a feel”
OPEN QUESTION

How much freedom do you give?

Open worlds sell the feeling that the universe is yours, the way Breath of the Wild lets you walk off the plateau straight at Ganon. But every extra path is another variable a small team has to build, test and maintain. The compromise in the video is to let people believe they can go anywhere while quietly constraining where they actually go. Mike Rayhawk goes further in BrikWars and treats agency as a carrot he dangles and never hands over. Pick the illusion you can afford to build.

“you want people to think that they're making choices and they can go anywhere they want”
TACTIC

Wrap the game around one input

Cyan started on simple children's games when the Mac had just shipped with a single-button mouse, and kept that interface for Myst: everything was built around a mouse and one button, with clicking and dragging grown on top later. Rand Miller says one reason it worked is that they sat their mom in front of it and she could click and step forward. He is not a fan of playing a world through a game controller because for many people it stops them learning to play at all. Pick the smallest control set and build the whole game on it.

1 button
“we kept it very simple just a mouse and one button anybody could do it”
TACTIC

Game feel is lots of little things

Hamish Lockwood says you can tell a game does not feel right without being able to say why, and the fix is lots of little things: the correct sound effects, the correct animations, and animation timings where a few frames change everything. Chris Sutherland describes turning digital button presses into an analogue feeling, such as leaning the character in when it runs a tight circle even though no control asks for that. Some animations simply cannot be used: a crouch before a jump reads well but kills a fast action game. It is trial and error - try it, ask why it is wrong, tinker again.

a few frames
“just a few frames can really change the feel of something”
TACTIC

Keep the happy accident

In Impossible Lair the buddy slam ground pound was converted into a forward roll, since landing at that speed should carry momentum. Weeks later someone noticed that jumping straight out of the roll produced a long looping jump nobody had designed. Chris Sutherland's team debated removing it and kept it, because a player who can ground pound and boost would expect jumping to work too. Test the side effects of a new move before you patch them out.

“if you naturally discover it it's like oh it feels good”
TACTIC

Make failing the interesting part

Mike Rayhawk designs BrikWars so the best moments are the ones where you are losing. A clean kill ends the exchange and leaves nothing to play with, but a wound that does not kill hands the other player decisions, such as whether the arm came off or the character is dying and gets a speech first. A critical success just does more damage; a terrible roll starts a table-wide debate about what disaster happened. He moves players past the standard wargaming as fast as possible so the time goes on the chaos.

“i try to make the most interesting parts of the game the parts where you're failing”
TACTIC

Follow your eye in a rough level

Hamish Lockwood blocks every level out in rough shapes first, then plays it. When something catches his eye rounding a corner he goes back, runs it again to work out what the shape was leading him toward, and builds into that nook. The same idea drives landmarks - a key object visible from the start that tells you where to go - and cheap cues: three collectibles in a line make the player assume a platform is up there and ask how to reach it. Breath of the Wild pushes you to spot a structure in the world and pin it yourself instead of reading the map.

3 small objects
“there's obviously something about the shape and the design that's that's leading me there”
TACTIC

Sound every visual event

Darren Corb of Supergiant does a first audio pass where every visible event gets a sound: impacts, contacts, touches, any visual effect, all hooked up before going more granular. Menu and UI sounds are themed to the world - page flips in Pyre, hammering nails in Bastion, a glassy tap like a mirror for the Mirror of Night in Hades, a liquid quality for the darkness resource. Gameplay is built first and audio implementation follows it. He also warns that Pyre ran about eight stereo stems at once, which turned out to be a bad idea when they tried to optimise.

8 stereo stems in Pyre
“anything that looks like it should have a sound i go through and i make a sound for”
BENCHMARK

The shared core loop: leave base, get thing

In every game on his list the core loop is the same: you have a base, you leave it to go get a thing, and you bring it back. He says this is a simplification, not the textbook definition of a core loop. What changes between games is how the thing rolls, what chases you and how you progress. Ride a Pet, Steal an Egg and Escape Tsunami make you faster. Kick a Lucky Block and Dig and Clean make you stronger; in Dig and Clean the upgrade is a better shovel. The long-term collection is pets almost everywhere, treasure in Dig and Clean.

“the core loop is really just leave base get thing”
TACTIC

Decide where the roll happens

Every one of these games has RNG, and each places it differently. Roll after acquisition: the world spawns random eggs and the roll happens once the egg is in your base (Ride a Pet, Steal an Egg, Dig and Clean). Roll before acquisition: in Kick a Lucky Block you kick the block, the roll plays in front of you, then you carry the result home. Kick a Lucky Block also adds a skill check, a tap on the screen as a bar fills. Escape Tsunami puts the brainrots in the level with no roll at all. He means what the player sees; the back end can differ.

“once you bring those eggs back to your base, a roll happens postacquisition”
TACTIC

Every run needs a tension source

Tension is the holy-shit, just-barely-made-it moment of anticipation, and all the hits have one. It comes from a chaser: the tsunami in Escape Tsunami and in Kick a Lucky Block, a shark and a stingray in Surf and Rescue. It can come from other players on top of the chaser, as in Steal an Egg's PvPvE. Or it comes from a clock: Ride a Pet has no monster, but your egg cracks in a set number of seconds. Dig and Clean is his counterexample: a bit of tension while digging, but nothing chases you, so he marks it not applicable.

“Tension is basically like that moment of like, "Holy shit," that anticipation”
TACTIC

Pressure-valve levels: tension, release, repeat

What he calls Escape Tsunami's unique mechanic: you run for the thing, the tsunami comes, you dip into a trough where it can't reach you, then decide whether to keep going. Tension and release repeat inside the run. Steal an Egg is the opposite: constant tension from the moment you steal until you reach the safe zone. Both use the same linear level design, which Kick a Lucky Block and Surf and Rescue share too.

“So it's like tension release. Tension release. Tension release.”
4 · Launch
Package 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.

10K Robux/day: Ad spend for studio optimization
“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 algorithm
Feed 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.

10,000 players: Fixed allocation per Roblox genre
“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.

30K CCU: #2 game benchmark; 4K CCU: #3 game benchmark
“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 ops
Give 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 · Monetize
Sell 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 stats
Treat 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%: Example bounce rate genre benchmark
“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.”
CASE STUDY

Third hit: 1.2M Robux in 72 hours

His third hit in a row, the simulator he calls Raisin Anomaly on camera, a 44K a month game. The dashboard showed 1.2 mil Robux over the last 72 hours: 500K yesterday and 230K by noon on the Sunday he recorded, still climbing. He built this one himself instead of partnering with an existing solo dev, hiring the team: lead programmer Scripted Eli and level designer Fall Too Deep.

44K a month, 1.2 mil Robux, 72 hours, 500K yesterday, 230K by noon, 3 games in a row
“this is how much Robux we made the last 72 1.2 mil”
BENCHMARK

Your US share and 18+ revenue

Two audience numbers he checks on a winning game: around a 25% US 18 plus rate and almost 30% US audience overall. He calls the headline Robux figure a conservative estimate because a lot of the revenue is 18 plus revenue.

25% US 18 plus rate, almost 30% US audience
“we have around a 25% US 18 plus rate”
9 · Mindset
Ideas 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%: Developer tier that prioritizes game design
“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%: Success from idea/execution; 20%: from optimization
“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.”
BENCHMARK

How most of 100 devs remove themselves

Take 100 devs who all want a 10K CCU game. One group scrolls Instagram all day. One has egos too big to collaborate or manage a team. One gets distracted and only watches 5 minutes of any educational content. One complains, lacks integrity and takes no accountability. One blames the algorithm, ad costs and new requirements. What is left is a very small percentage, which is why he says Roblox is not too saturated.

100 devs, 10K CCU, 5 minutes
“Let's say you have a hundred devs, okay? They all want to make a 10K CCU game.”
TACTIC

Do what you said you would do

You tell yourself the game will be done by a date, then miss it, and after enough of those you cannot trust your own word. Set a small promise, keep it, and rebuild the track record from there. Motivation from a video is a spark that fades; discipline comes from repeated habit. He points at 10 years in business, including living in a Florida Airbnb with $200 to his name needing to close a call to eat the next day.

10 years, $200
“discipline is built through habit. motivation fades”
TACTIC

No one owes you a reply or a break

There are no handouts. A top dev ignoring your DM owes you nothing, and what looks like someone appearing from nowhere is usually ten years of work behind it. If you do not have what you want, treat it as your fault, not the algorithm's. The useful half of that rule is the other direction: your success is yours too, which is what makes it repeatable instead of luck.

10 years
“No one's coming to save you, bro.”
BENCHMARK

Six excuses and their reframes

Each complaint he sees on Twitter, rewritten as a question about your own work. That game is slop, versus maybe these games work for a reason I can learn. My dev ghosted me, versus maybe I am a bad leader or a bad work environment. The algorithm screwed me, versus this is a chance to learn the algo changes before others. Developers never deliver, versus my incentive is too weak. A top dev ignores my DMs, versus I am asking for handouts without offering value. Tizzy saturated the market, versus which of my weaknesses can I fix.

“this is an opportunity to learn more about the new algo changes before others”
OPEN QUESTION

Partner on a built game or start from zero?

His three back-to-back winners came two ways. On the first two he partnered with the solo dev who already had the game built. On the third he designed and project managed the entire game and hired the team himself. Partnering is faster and leans on finished work; starting from zero costs more time and management, and he did it specifically to answer people who said the earlier wins only worked because the game already existed.

3 games in a row, 2 solo-dev partnerships, 1 built from scratch
“I built the game from scratch and I still hit a banger”
TACTIC

Every part serves one soul

Ken of Freebird Games says the soul of a game is deciding what actually matters in that particular game, then making every component work toward it. The best writing judged on its own is usually not the best writing once the music, art and code sit next to it, so each discipline has to give ground to the whole. He compares it to a set bonus on gear: individual pieces are weaker alone, but they are chosen because they work together. Judge each part by how it fits, not by how good it is in isolation.

“a fist is stronger than five fingers”

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 · 197 BOXES · 157 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 hoursThird hit: 1.2M Robux in 72 hours —polish that won it→ Give every character its own loreGive every character its own lore —raises the bar→ How polished does it need to be?Your US share and 18+ revenue —reads the revenue→ Third hit: 1.2M Robux in 72 hoursThird hit: 1.2M Robux in 72 hours —proves he can build→ Partner on a built game or start from zero?Partner on a built game or start from zero? —narrows the fork→ Build it yourself or produce it?How most of 100 devs remove themselves —then fix your side→ Do what you said you would doDo what you said you would do —then own the result→ No one owes you a reply or a breakNo one owes you a reply or a break —reframe each excuse→ Six excuses and their reframesWeak incentive, not bad developers —starts with paying→ Pay your team on time, every timeFit everything to the intended experience —then lay the foundation→ The three pillars: player, communication, appealThe three pillars: player, communication, appeal —tell them the purpose→ Communicate purpose through the environmentTest appeal with a simple prototype —why you prototype→ Prototype the MVP before you hireBuild anticipation before anything big —then keep it logical→ Meet the player's subconscious expectationsMeet the player's subconscious expectations —unless nobody notices→ A game may cheat if nobody noticesOne change at a time kills the dynamic —then pace it→ Pace the events, then space the worldStart linear, then open the world —then set the limits→ How much freedom do you give?Start from a core fantasy —names the one thing→ Every part serves one soulWrap the game around one input —sets the input floor→ Design for nine-year-oldsGame feel is lots of little things —then keep the accidents→ Keep the happy accidentFollow your eye in a rough level —points without a marker→ Make the goal obvious in 60 secondsMake failing the interesting part —failures make clips→ Design clippable momentsGame feel is lots of little things —then sound every event→ Sound every visual eventMap your niche as building blocks —the first block→ The fantasy is the primary verbMap your niche as building blocks —then choose what to change→ How much to change: 20%, or stack changesMap your niche as building blocks —the block they all share→ The shared core loop: leave base, get thingThe fantasy is the primary verb —picks the audience→ Take a proven loop to a new audienceSurf and Rescue: same game, new audience —his prediction of it→ Take a proven loop to a new audienceSteal an Egg: a UI restock moved into the world —borrowed mechanic→ Reuse proven mechanics, change 20%How much to change: 20%, or stack changes —then build it→ Reuse proven mechanics, change 20%Ride a Pet: about 40% changed from Steal an Egg —the stacked case→ How much to change: 20%, or stack changesHis game: raise instead of steal, plus feeding —the 20% case→ How much to change: 20%, or stack changesHis game: raise instead of steal, plus feeding —the game behind it→ Third hit: 1.2M Robux in 72 hoursThe shared core loop: leave base, get thing —then place the roll→ Decide where the roll happensThe shared core loop: leave base, get thing —then add tension→ Every run needs a tension sourceEvery run needs a tension source —one way to pace it→ Pressure-valve levels: tension, release, repeatEvery run needs a tension source —PvP on top of the chase→ Put other players in the core loopPressure-valve levels: tension, release, repeat —same pacing idea→ Pace the events, then space the worldRoblox 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 thumbnailto only a percentage of playersso you can measure thedifference. Their VP ofEngineering recommends it, andyou can aim a test at onemetric — content updates at D7,progression at D28. Tizzy: "youcan AB test updates and targetspecific metrics that you wantto improve"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 passedin 11 days for about $180total. Farm and Die's launchcost about $200, so the newrules did not make it moreexpensive. Firsthome-recommendation impressionsusually take a week of ads. Ifyou cannot afford it, takecommissions to fund it. Tizzy:"I started ads on May 20th,2026. $16 a day... It took us11 days and around $180 in adspend"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 rightone, so early stats look badand some 'players' just standin the lobby without moving. Donot panic-redesign your gameoff ad-traffic numbers alone.Tizzy: "Roblox ads optimize forthe cheapest possible player toyour game. Okay? This is notthe most qualified player"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 createsendless strategy — buildingplus stealing, or voxelbuilding in Build a Plane.Complex feature stacks justconfuse kids. Small tight mapsand level design that createsgameplay beat big empty worlds.Tizzy: "Simple scales, fancyfails."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 doesnot buy home placement, whichis earned with stats. Think ofeach genre as a farmers marketwhere Roblox sends a fixed poolof players and the best-rankedgames sit at the front. Tizzy:"These are two separate farmersmarkets, okay? This is thesponsored ads market. This isthe home algo market."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 resourcestick up and it pumps yourplaytime metric — Tizzy says itworks for his genre. Otherside: auto-collect andauto-roll conveniences brokehis economy and got kids toend-game in 3 hours. It dependson your genre, and he says soexplicitly. Tizzy: "a lot ofkids what they'll do is they'llAFK... That really pumps ourplaytime. It works for ourgenre specifically. May notwork for yours"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 CCUmaking $500-800 a monthpassively — a niche game likethat can hold for 5-7 monthswith no updates, while viraltrends spike and crash. Tizzy:"the goal is not to get thenext big breakout viral hit,but just get your first win."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. Deepmechanics and freedom, butgame-breaking bugs, noprogression and a weakfirst-time experience — so itstalled. It still makes about$500/month with no updates,which proves the loop, andFarmer Die was built from it.Tizzy: "great unique idea withunique art style and first ofits kind core loop, which Ibelieve is carrying it"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 cheapentry gamepass that turns afree player into someone whohas paid you once. Tizzy:"Payer conversion rate. Easiestquick win for you guys, alwayshave a starter pack. Make itcheap."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 —'opened gear shop', 'boughtbat', 'closed shop', not onelumped step. Slice each bydevice, because that is howthey found console tutorialcompletion at 30% against a 77%average. Tizzy: "analytics,funnels. Okay? And track youractual tutorial completionrates."Test appeal with a simple prototype: Appeal is the pillar that decides whether anyone plays at all, and the hardest to hit consistently, because it is only a feeling of being drawn to a game and wanting to play more. It varies by game and by player: fast action, realism, graphics and sound design for some, an interesting story or a well thought out puzzle for others. Since nobody can promise a formula for it, start every game with a prototype in a simplified format to see if the appeal is there. The exception is a game built entirely on stunning graphics and huge open worlds, which a simple prototype cannot test and which needs about 200 employees anyway. Tizzy: "start every game with the prototype to test out your ideas in a simplified format"tacticTest appeal with a simpleprototypeAppeal is the pillar thatdecides whether anyone plays atall, and the hardest to hitconsistently, because it isonly a feeling of being drawnto a game and wanting to playmore. It varies by game and byplayer: fast action, realism,graphics and sound design forsome, an interesting story or awell thought out puzzle forothers. Since nobody canpromise a formula for it, startevery game with a prototype ina simplified format to see ifthe appeal is there. Theexception is a game builtentirely on stunning graphicsand huge open worlds, which asimple prototype cannot testand which needs about 200employees anyway. Tizzy: "startevery game with the prototypeto test out your ideas in asimplified format"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 andteaches Roblox that your gameis bad. Only spend after youhave actually made the gamebetter. Tizzy: "If you startrunning ads and you haven'tupdated your game... it's notgoing to do anything if you runads, dude."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-basedspace. Tizzy's first game cost$4K and never launched; FarmerDie cost $12K with full-timestaff and peaked at 1.8K CCU.Give applicants a paid sampletask, and fire people who misswhat they promised — if theteam is slow, that is on you.Tizzy: "I tried to come in thisspace just thinking I couldthrow money around and itdoesn't work like that"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 beforeyou paste it in. Build a Baseand Steal copied auto-rollingfrom AFK games; kids hitend-game content in 3 hours andthe economy broke, so theydeleted auto-roll and rollspeed entirely instead oftuning them. Tizzy: "A lot ofpeople will look at a mechanicand how it's used in a specificgenre and think, 'Let me justcopy that.'"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 smallones are not. Spam-clicking toupgrade, slow transitions,broken proximity prompts,unclear buttons — theycompound. UX obsession is thedifference between a 1K CCUgame and a top-100 game, andmost devs are simply too lazyto do it. Tizzy: "It canquickly become death by athousand cuts... those pointsof friction can add up."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 monthbefore it dies, and the samekids play every brain-rot,squishy and lucky-block variantso you are fighting for thesame playtime. The oppositemistake is just as bad: afantasy nobody plays yet has nodemand to capture. Tizzy: "Ifyou just copy a big front pagegame, this is going to die inlike literally less than amonth."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 —they ask for the rarest pet forfree without seeing that itkills the economy. Filter everysuggestion through designjudgement, and accept thatsomeone will always be angry.Tizzy: "You have to usediscernment, okay, whenplanning these updates to notcook your game entirely"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 gameneeds iterating you do notunderstand your own mechanics.Build it from scratch — or froma prototype you made — instead.Tizzy: "If you're buyingtemplates in this space, you'recooked. Do not buy templates,bro."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 shipUntitled Fishing Game, Fish Go,Catch a Fish — all competing onidentical metadata, all dying.The mutated copies usuallydestroy the game that was firstto market too. Tizzy: "Robloxdevs see, 'Oh, fishing, there'shigh demand.' And it createswhat's called a red ocean."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 Robuxdestroys progression foreveryone. Convenience featureslike auto-collect look harmlessand wreck the game — somefriction is the product.Handing out the rarest petbecause Discord asked wouldkill the whole economy. Tizzy:"You don't want to just make itlike one bill money is likenine Robux. That's going tocook you."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 informing the hypothesis andchecking reality, not in beingcorrect. And theory is notenough — you have to launchyour own games, not just studyother people's. Tizzy: "It'sokay to be wrong cuz this ishow you can learn, okay?"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 > BenchmarkExperiences with SimilarPlayers. This is the page thatshows how you compare to yourreal competition instead of tothe whole platform — do notjudge yourself off theoverview. Tizzy: "Don't justlook at your overview... howdoes your game stack up againstother games that your playersalso play?"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 areall TikTok challenges rebuiltas Roblox mini-games. Simple tobuild, and they ride a culturalmoment straight to huge reach.Tizzy: "Bomb Click, 260 millionvisits, okay? Very easy minigame to make."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,Xbox Game Pass and theiOS/Google Play charts areTizzy's idea sources. CrazyGames is his favourite becausemany of its games are already3D Unity builds. Tizzy: "Reasonbeing is they have games madeby the Unity engine, so some ofthese games are 3D."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 went1K to 13.2K CCU in a week onads, then to 25K normal and 38Kpeak, with 42-minute sessionsand traffic split search 31% /home 20% / friends 27%. Revenueclimbed from $25,070/month to$131,230, roughly $13K of Robuxevery 3 days, held there byweekly live ops. Tizzy: "Thisgame was at 1 KCCU this timelast week... this shit's going100 KCCU."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 everysession is different and thecommunity makes the content.One 'how to build an F-22'video pulled 143K likes.Clippable design is what keepsa game alive for years. Tizzy:"Build a Boat for Treasure hasbeen at like 8 to 9K CCU for acouple of years now"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 andwant to fill the index. Combinethat with random events sothere is always something tolog in and catch. Tizzy: "Kidslove collecting things, fillingout index, okay? They getemotionally attached to theirpets."Build anticipation before anything big: Anticipation prepares the player for what is about to happen so they can react and do not feel cheated by the game. The small version is a charge-up animation on an enemy before it attacks. The large version is the ending of Half-Life: sound builds, electrical sparks fly and the camera shakes right before the explosion, and the whole G-Man and Dr. Freeman sequence works as one long build-up to it. Tizzy: "anticipation will help prepare the player for what's coming"tacticBuild anticipation beforeanything bigAnticipation prepares theplayer for what is about tohappen so they can react and donot feel cheated by the game.The small version is acharge-up animation on an enemybefore it attacks. The largeversion is the ending ofHalf-Life: sound builds,electrical sparks fly and thecamera shakes right before theexplosion, and the whole G-Manand Dr. Freeman sequence worksas one long build-up to it.Tizzy: "anticipation will helpprepare the player for what'scoming"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 itsounds stupid — that publicrecord is what makes gooddevelopers answer your hiringposts, and a shipped game likeFarmer D with 3.5M visitsproves you are serious. Whenyou network, offer something:pay for the call, report bugsin their game, never just askfor free time. Tizzy: "I thinkpersonal branding in the spaceis highly, highly underratedand super OP"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 cashdisplay, auto-open the shopafter the thirdinsufficient-funds error in asession, and put physicalpurchase objects at points ofinterest where players actuallywalk. Tizzy: "The more purchasepathways, the better."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 theprogrammer walking into a worldthat already looks real andwiring the core loop into it.Nobody is motivated by an emptybaseplate full of free models.Tizzy: "I'm going to get allthe models, builds, and UI donefirst, before ever getting aprogrammer in there"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 yourassets, then feed that to an AIgenerator (he uses Row Thumbs)and iterate precisely — shorterhills, bigger buildings, clearblue sky. Be exact in theprompt or it gives you a fruitapple instead of an AppleStore. If it still misses afterseveral tries, start a freshchat. Budget 10-15 minutes perthumbnail. Tizzy: "Start with aconcept. Iterate, iterate,iterate."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 near500 players and earns 40k Robuxa day — about $140, or $4K amonth. Age Test, a quiz gamebuilt in a couple of hours witha single dev product, stillmakes about $25 a day. Simplemonetization on a simple gameis a livable income. Tizzy:"That's $140 a day. This gameis making 4k USD per month.That's a livable income."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 CCUchart for ones climbing but notyet at their maximum. Alsocheck CCU against total visits— 560 CCU on 100k visits beatsa huge visit count with nobodyonline. Tizzy: "You want tofind a game when it's trendingupward, but right before itpeaks."One change at a time kills the dynamic: A situation goes flat when only one thing changes at a time; several things moving together is what keeps a game worth replaying. That is why competitive games like Counter-Strike stay interesting with the same weapons on the same maps: for the attacking team to plant, one player throws a smoke over the wall to cover defenders, another sneaks around to flank, and the rest charge in each checking different angles to clear them. Design encounters so systems overlap instead of firing one after another. Tizzy: "dynamic is lost when only one change occurs at a time"tacticOne change at a time killsthe dynamicA situation goes flat when onlyone thing changes at a time;several things moving togetheris what keeps a game worthreplaying. That is whycompetitive games likeCounter-Strike stay interestingwith the same weapons on thesame maps: for the attackingteam to plant, one playerthrows a smoke over the wall tocover defenders, another sneaksaround to flank, and the restcharge in each checkingdifferent angles to clear them.Design encounters so systemsoverlap instead of firing oneafter another. Tizzy: "dynamicis lost when only one changeoccurs at a time"How much to change: 20%, or stack changes: His recipe if he started a game today: understand the genre, pick one reference game, change at least 20% of it, mainly the fantasy and the unique mechanic. That is enough for a 1K to 5K CCU game, maybe 10K. For 100K CCU several changes have to stack, as in Ride a Pet. The more you change in areas that matter, the more market share you take, but every change has to be meaningful, studied and researched. Tizzy: "All you really need to do for 5 to 10K CCU is change 20% of it."benchmarkHow much to change: 20%,or stack changesHis recipe if he started a gametoday: understand the genre,pick one reference game, changeat least 20% of it, mainly thefantasy and the uniquemechanic. That is enough for a1K to 5K CCU game, maybe 10K.For 100K CCU several changeshave to stack, as in Ride aPet. The more you change inareas that matter, the moremarket share you take, butevery change has to bemeaningful, studied andresearched. Tizzy: "All youreally need to do for 5 to 10KCCU is change 20% of it."A game may cheat if nobody notices: Consistent rules do not mean the systems behind them are honest. The example is the AI in the Arkham games, which is told not to turn around when Batman sneaks up behind, so the player gets the ambush. A lot of shooters alter their AI the same way to hand the player a hidden advantage that rewards a certain play style, and keeping AI unsophisticated is fine. Tizzy: "games can cheat as long as the player doesn't notice"tacticA game may cheat if nobodynoticesConsistent rules do not meanthe systems behind them arehonest. The example is the AIin the Arkham games, which istold not to turn around whenBatman sneaks up behind, so theplayer gets the ambush. A lotof shooters alter their AI thesame way to hand the player ahidden advantage that rewards acertain play style, and keepingAI unsophisticated is fine.Tizzy: "games can cheat as longas the player doesn't notice"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 monetizationchange, verify D1, D7, sessiontime and the new-playerexperience did not get worse —a revenue spike that killsretention loses long term.Tizzy: "Check results is notjust did I make more Robux. Didit destroy my D1? Did it hurtmy D7?"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 andmade Steal Sigma's RZ, and Coalreskinned My Singing Monsters.Other side: he also saystemplate games and straightclones never work long-term andthe new algorithm punishesderivative work. His resolutionis a meaningful twist to thecore loop, but where'meaningful' starts is ajudgement call he does notfully define. Tizzy: "If you dodo a quote unquote clone, youneed to make a meaningful twistto the core loop"Communicate purpose through the environment: Giving the player a purpose is worthless unless you communicate it; without an idea of the goal and how to reach it, players feel powerless and get bored. Use the environment and visual clues to state the objective of a situation instead of relying on text. The example given is the beginning of Half-Life 2, where the developers show a world of oppression and make the player feel part of it, which makes them want to change it. The same applies moment to moment: always make it clear what the player should be concentrating on. Tizzy: "try to use the environment or leave visual clues that communicate the objective of a situation"tacticCommunicate purposethrough the environmentGiving the player a purpose isworthless unless youcommunicate it; without an ideaof the goal and how to reachit, players feel powerless andget bored. Use the environmentand visual clues to state theobjective of a situationinstead of relying on text. Theexample given is the beginningof Half-Life 2, where thedevelopers show a world ofoppression and make the playerfeel part of it, which makesthem want to change it. Thesame applies moment to moment:always make it clear what theplayer should be concentratingon. Tizzy: "try to use theenvironment or leave visualclues that communicate theobjective of a situation"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 inanother, so judge every numberagainst similar games ratherthan the platform average.Reading competitor metrics isalso how you find which of yourstats is really the weak one.Tizzy: "how we measuring upagainst other games in the inthe genre"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 —which gamepasses, which devproducts, at which prices. Whenyou see something like 2xoffline earnings in SellLemons, treat it as anexperiment in your game, not apermanent feature. Then sortyour own products by sales andbuild more of whatever alreadywins. Tizzy: "This is why it'simportant to study other gamesand see what mechanics they useand just form a hypothesis andtest it."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. Insurvival it is a class system —Alien Ranch had none and hadnothing to bring players back,so Farmer Die added one. Findyours by asking what thesegames do to earn D1 and D7.Tizzy: "We added a class systemto our game cuz it's in thesurvival genre. All of themhave classes as a retentionhack."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 summaryof what your players are sayingabout mechanics, bugs andbalance. Most devs never openit, and the complaints in thereare exactly what a paid productcould solve. Tizzy: "it willgive you an AI summary of whatyour players are saying"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 ownsthat space, how saturated it isand which sub-genres nobody hastaken. Also the fastest way tostudy the thumbnails of the topgames in your category. Tizzy:"I want to go visits and I'lljust type in like the keyword"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 YouTubeviews plus Creator Exchangevisits plus creator coverage —the more sources that agree,the more confident you can bebefore you spend monthsbuilding. Tizzy: "I have twosources of clear demandsignals... There is one moreplace that I want to show you."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 thesingle worst one, ship ameaningful update aimed at it,then run ads again to feedRoblox fresh data. The same dayyour stats populate, startupdating — every idle day costsmomentum. Tizzy: "Run ads,okay? Then you're going to lookat these stats... Then Robloxwill start to hit algo."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 bebuilding within 10 seconds andfeel the PvP threatimmediately. Bounce rate isliterally the gap between whatyour title and thumbnailpromised and what the firstminute delivers. Tizzy: "Thepromise of the title isdelivered in the first 30seconds of gameplay."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 doneoutside Roblox and did it work?Then find a countable proof —ratings, votes, wishlists,visits, or a big YouTuber whoplayed it. Older proof is fine;if demand existed four yearsago and nobody has made amodern version, it is stillthere. Tizzy: "Has this gameidea been done outside ofRoblox before and worked?"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 scanningother platforms. Anything at orabove these means the core loopis proven. Tizzy: "basically, aquantifiable number that showsthat people are actuallyinterested in this core loop"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 momentsthey would cut: ragdolling intothe void, a stolen pet, aninsane build. Then watch theirvideos and note exactly whichseconds they clip — that isfree advertising and it tellsyou what is actually fun.Tizzy: "Make sure your game isclippable. This is freeadvertising, dude."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 resultimmediately. Kids do not readtutorials. Taking an adult gameand dumbing the mechanics downuntil a kid gets it instantlyis a real skill top devs have.Tizzy: "Majority of thisplatform is 9-year-olds."Do what you said you would do: You tell yourself the game will be done by a date, then miss it, and after enough of those you cannot trust your own word. Set a small promise, keep it, and rebuild the track record from there. Motivation from a video is a spark that fades; discipline comes from repeated habit. He points at 10 years in business, including living in a Florida Airbnb with $200 to his name needing to close a call to eat the next day. Tizzy: "discipline is built through habit. motivation fades"tacticDo what you said you woulddoYou tell yourself the game willbe done by a date, then missit, and after enough of thoseyou cannot trust your own word.Set a small promise, keep it,and rebuild the track recordfrom there. Motivation from avideo is a spark that fades;discipline comes from repeatedhabit. He points at 10 years inbusiness, including living in aFlorida Airbnb with $200 to hisname needing to close a call toeat the next day. Tizzy:"discipline is built throughhabit. motivation fades"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, changedonly the map, and hit 10K CCU.You can be one update away, sodo not lose faith at the firstflat week. Tizzy: "If this guydidn't give up on his game sosoon, he could be sitting on agame with 10k CCU."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 titleand thumbnail and held 9.5K CCUwhile the clones sat at 31, 11,2, 7 and 12 CCU. Same forfishing: Ice Fishing and CageFishing survived, genericFishing Simulator died. Tizzy:"The ones that survive are theones that, quote unquote,mutate."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 andretention; money is secondary.The June 2026 changes exist topush high-quality games andbury clickbait, so a fun gamethat people come back to winsthe ranking. Tizzy: "Engagementis more important thanmonetization"Every part serves one soul: Ken of Freebird Games says the soul of a game is deciding what actually matters in that particular game, then making every component work toward it. The best writing judged on its own is usually not the best writing once the music, art and code sit next to it, so each discipline has to give ground to the whole. He compares it to a set bonus on gear: individual pieces are weaker alone, but they are chosen because they work together. Judge each part by how it fits, not by how good it is in isolation. Tizzy: "a fist is stronger than five fingers"tacticEvery part serves one soulKen of Freebird Games says thesoul of a game is deciding whatactually matters in thatparticular game, then makingevery component work toward it.The best writing judged on itsown is usually not the bestwriting once the music, art andcode sit next to it, so eachdiscipline has to give groundto the whole. He compares it toa set bonus on gear: individualpieces are weaker alone, butthey are chosen because theywork together. Judge each partby how it fits, not by how goodit is in isolation. Tizzy: "afist is stronger than fivefingers"Every run needs a tension source: Tension is the holy-shit, just-barely-made-it moment of anticipation, and all the hits have one. It comes from a chaser: the tsunami in Escape Tsunami and in Kick a Lucky Block, a shark and a stingray in Surf and Rescue. It can come from other players on top of the chaser, as in Steal an Egg's PvPvE. Or it comes from a clock: Ride a Pet has no monster, but your egg cracks in a set number of seconds. Dig and Clean is his counterexample: a bit of tension while digging, but nothing chases you, so he marks it not applicable. Tizzy: "Tension is basically like that moment of like, "Holy shit," that anticipation"tacticEvery run needs a tensionsourceTension is the holy-shit,just-barely-made-it moment ofanticipation, and all the hitshave one. It comes from achaser: the tsunami in EscapeTsunami and in Kick a LuckyBlock, a shark and a stingrayin Surf and Rescue. It can comefrom other players on top ofthe chaser, as in Steal anEgg's PvPvE. Or it comes from aclock: Ride a Pet has nomonster, but your egg cracks ina set number of seconds. Digand Clean is hiscounterexample: a bit oftension while digging, butnothing chases you, so he marksit not applicable. Tizzy:"Tension is basically like thatmoment of like, "Holy shit,"that anticipation"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 —then design the update to moveit while still making playershappy. One new skin movesnothing; content and systemsthat extend play do. Tizzy:"Don't push useless updatesthat don't create moreengagement."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 outdoorcafe would show off otherplayers' plots far better thanan indoor one, but indoor iswhat a gaming cafe actually is.Tizzy says both choices arevalid — you pick which one youare optimising for. Tizzy:"sometimes something would bebetter design-wise, but itdoesn't necessarily align withthe fantasy"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 aclass system added. It cost$12K with a full-timeprogrammer and modeler andstill only peaked at 1.8K CCU —but months later, with noupdates, it holds 80-150 CCUand pays about $800/month.Money did not make it big; theniche made it durable. Tizzy:"I put $12,000 dollars intothis game, okay? I hired afull-time programmer and 3Dmodeler."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 youmust bring traffic yourself —ads, TikTok and YouTube Shorts,or free UGC. The faster youfeed it data, the faster itdecides your fate, which is whystudios dump ad budget in asingle day. Tizzy: "The firstthing you need is traffic toyour game."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 visitswhere the top game is years oldand stuck at 1K CCU, or whereevery game is the same genre.Bring a trendy genre —checkpoint, extraction,clean-the-blank — into thatfantasy. Tizzy: "This fantasyis just begging to be innovatedon."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 andfind the steep drop — say 2:30.Then set a 5-minute timer, playyour own game, and watch whatis happening at that exactmoment. Tizzy: "See what'sactually happening at the 2:30mark causing quits."Sound every visual event: Darren Corb of Supergiant does a first audio pass where every visible event gets a sound: impacts, contacts, touches, any visual effect, all hooked up before going more granular. Menu and UI sounds are themed to the world - page flips in Pyre, hammering nails in Bastion, a glassy tap like a mirror for the Mirror of Night in Hades, a liquid quality for the darkness resource. Gameplay is built first and audio implementation follows it. He also warns that Pyre ran about eight stereo stems at once, which turned out to be a bad idea when they tried to optimise. Tizzy: "anything that looks like it should have a sound i go through and i make a sound for"tacticSound every visual eventDarren Corb of Supergiant doesa first audio pass where everyvisible event gets a sound:impacts, contacts, touches, anyvisual effect, all hooked upbefore going more granular.Menu and UI sounds are themedto the world - page flips inPyre, hammering nails inBastion, a glassy tap like amirror for the Mirror of Nightin Hades, a liquid quality forthe darkness resource. Gameplayis built first and audioimplementation follows it. Healso warns that Pyre ran abouteight stereo stems at once,which turned out to be a badidea when they tried tooptimise. Tizzy: "anything thatlooks like it should have asound i go through and i make asound for"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 targets Tizzy runs against:95% still there at 30 seconds,87% at 1 minute, 65% at 5minutes. If you see 20-30%,your onboarding is broken.Tizzy: "First 30 seconds we'reretaining 95% of our players"Fit everything to the intended experience: There are no design rules that hold for every game, because games differ so much: a choice that works for an MMORPG can be wrong for a competitive FPS. Decide what experience the player is meant to have, then judge every mechanic, sound and level against that one target. The test is never whether a feature is good in the abstract. Tizzy: "everything in game design must fit the player's intended experience"tacticFit everything to theintended experienceThere are no design rules thathold for every game, becausegames differ so much: a choicethat works for an MMORPG can bewrong for a competitive FPS.Decide what experience theplayer is meant to have, thenjudge every mechanic, sound andlevel against that one target.The test is never whether afeature is good in theabstract. Tizzy: "everything ingame design must fit theplayer's intended experience"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 highlyengaged players before it showsto under-16s — a highly engagedplayer is anyone who spentmoney anywhere on Roblox in thelast 60 days, not in your game.Roblox hides the exactthresholds so bot farms cannotgame it. You can hit thealgorithm before you hit 500,and home traffic makes theclimb far faster: one devneeded 210k visits for 190players, then got 160 more fromjust 90k visits in 5 days.Tizzy: "A highly engaged playeris a user who has met a minimumpurchase amount anywhere onRoblox in the last 60 days"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, soyou can pour ad traffic in andfix your numbers withoutburning your one shot at thealgorithm. Big studios do thisand spend heavily — 10K in aday — so they exit beta withtop-tier stats. Tizzy: "Whilein beta mode, your experiencewill not be shown in homerecommendations."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 andobsess over it until it moves —stop scrolling Discord andsocial media. Taking HackerBusiness's bounce rate from 21%to 15% doubled its impressionsand took CCU from 2.5K to 4.5K.Tizzy: "If a stat is low, focuson that stat and only that statuntil it improves."Follow your eye in a rough level: Hamish Lockwood blocks every level out in rough shapes first, then plays it. When something catches his eye rounding a corner he goes back, runs it again to work out what the shape was leading him toward, and builds into that nook. The same idea drives landmarks - a key object visible from the start that tells you where to go - and cheap cues: three collectibles in a line make the player assume a platform is up there and ask how to reach it. Breath of the Wild pushes you to spot a structure in the world and pin it yourself instead of reading the map. Tizzy: "there's obviously something about the shape and the design that's that's leading me there"tacticFollow your eye in a roughlevelHamish Lockwood blocks everylevel out in rough shapesfirst, then plays it. Whensomething catches his eyerounding a corner he goes back,runs it again to work out whatthe shape was leading himtoward, and builds into thatnook. The same idea driveslandmarks - a key objectvisible from the start thattells you where to go - andcheap cues: three collectiblesin a line make the playerassume a platform is up thereand ask how to reach it. Breathof the Wild pushes you to spota structure in the world andpin it yourself instead ofreading the map. Tizzy:"there's obviously somethingabout the shape and the designthat's that's leading me there"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:friends build together, thentell other kids at school. Thatword-of-mouth flywheel costsyou nothing. Tizzy: "Kids aregoing to go to school, they'regoing to tell their friends,right?"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 sothey learn what it is worth,then sell the 24-hour version.Put the paid one where the feetare and move the free onesomewhere quieter. Tizzy:"Every 60 seconds or so, youcan lock your base, no one canget in."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 theblueprint — what does theplayer do, how do they win,what rules hold it together —and it is what separates thetop 1% of developers. Tizzy:"That skill is game design.That skill is not programming."Game feel is lots of little things: Hamish Lockwood says you can tell a game does not feel right without being able to say why, and the fix is lots of little things: the correct sound effects, the correct animations, and animation timings where a few frames change everything. Chris Sutherland describes turning digital button presses into an analogue feeling, such as leaning the character in when it runs a tight circle even though no control asks for that. Some animations simply cannot be used: a crouch before a jump reads well but kills a fast action game. It is trial and error - try it, ask why it is wrong, tinker again. Tizzy: "just a few frames can really change the feel of something"tacticGame feel is lots oflittle thingsHamish Lockwood says you cantell a game does not feel rightwithout being able to say why,and the fix is lots of littlethings: the correct soundeffects, the correctanimations, and animationtimings where a few frameschange everything. ChrisSutherland describes turningdigital button presses into ananalogue feeling, such asleaning the character in whenit runs a tight circle eventhough no control asks forthat. Some animations simplycannot be used: a crouch beforea jump reads well but kills afast action game. It is trialand error - try it, ask why itis wrong, tinker again. Tizzy:"just a few frames can reallychange the feel of something"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 gamepay-to-win have killed gamesovernight. Players expect toearn things by playing; a faireconomy keeps them around longenough to spend more in total.Tizzy: "A lot of games diequick... They make it super payto win and it dies instantly"Give every character its own lore: What he points at is volume of hand-made content: almost 80 unique characters, each with its own lore. That is what backs calling it the most polished simulator he has seen on the platform in a long time. He credits the team for it: lead programmer Scripted Eli and level designer Fall Too Deep. Tizzy: "We have almost 80 unique characters, each with their own lore."tacticGive every character itsown loreWhat he points at is volume ofhand-made content: almost 80unique characters, each withits own lore. That is whatbacks calling it the mostpolished simulator he has seenon the platform in a long time.He credits the team for it:lead programmer Scripted Eliand level designer Fall TooDeep. Tizzy: "We have almost 80unique characters, each withtheir own lore."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 petis next, how big can this get.Test it on yourself by comingback the next day and askingwhether you actually want toplay again. Tizzy: "You want tohave a strong curiosity hook,strong reason to come backtomorrow."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 andunderstand the game best —treat them as co-designers.Plan updates with them, havethem playtest before launch,look at the server tags theywear to find what else theylove, and ask what games theyused to play. Tizzy: "Weliterally plan updates withthese guys... We have them playtest our updates before they'relive."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'Hack a Business' — a fantasythey instantly understood — CTRmore than doubled to 3.27%. Itsbest thumbnail, a before/aftersplit screen, did 60 millionimpressions, and cutscenescopied from competitors droppedbounce from 22% to 15-16%. Thegame reached 1K CCU and about$30K/month. Tizzy: "this is byfar the best thumbnail, 60million impressions"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 — madeit 6v6 and free on Roblox. Kidswho had no PC and no $20 hadbeen asking for it for years.Tizzy: "Hide or Die. It's justGarry's Mod Prop Hunt."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 wideacross others — a programmerwho also does UI and animation,a builder who also models. Keepthem in your time zone so arequest is answered in hours,and pair a producer who planswith a dev who builds. Tizzy:"This is the team that I ranfor Farmer Dai. It wasliterally just a two-man team."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 playgames like yours, so they havehigher D1, higher D7, longersessions and they spend more.Once you are in, Roblox keepslearning from that organictraffic without you restartingads. Tizzy: "Home algo isplayers that are your specificaudience... higher D1, higherD7, higher play time."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 90seconds — a cutscene orworld-building beats a list ofinstructions, and cutscenes arelow-key overpowered for bouncerate. Do not throw starterpacks or 2x offers at them inthose first moments. Tizzy:"You need to get thememotionally invested into thegame in the first 90 seconds"How most of 100 devs remove themselves: Take 100 devs who all want a 10K CCU game. One group scrolls Instagram all day. One has egos too big to collaborate or manage a team. One gets distracted and only watches 5 minutes of any educational content. One complains, lacks integrity and takes no accountability. One blames the algorithm, ad costs and new requirements. What is left is a very small percentage, which is why he says Roblox is not too saturated. Tizzy: "Let's say you have a hundred devs, okay? They all want to make a 10K CCU game."benchmarkHow most of 100 devsremove themselvesTake 100 devs who all want a10K CCU game. One group scrollsInstagram all day. One has egostoo big to collaborate ormanage a team. One getsdistracted and only watches 5minutes of any educationalcontent. One complains, lacksintegrity and takes noaccountability. One blames thealgorithm, ad costs and newrequirements. What is left is avery small percentage, which iswhy he says Roblox is not toosaturated. Tizzy: "Let's sayyou have a hundred devs, okay?They all want to make a 10K CCUgame."How much freedom do you give?: Open worlds sell the feeling that the universe is yours, the way Breath of the Wild lets you walk off the plateau straight at Ganon. But every extra path is another variable a small team has to build, test and maintain. The compromise in the video is to let people believe they can go anywhere while quietly constraining where they actually go. Mike Rayhawk goes further in BrikWars and treats agency as a carrot he dangles and never hands over. Pick the illusion you can afford to build. Tizzy: "you want people to think that they're making choices and they can go anywhere they want"open questionHow much freedom do yougive?Open worlds sell the feelingthat the universe is yours, theway Breath of the Wild lets youwalk off the plateau straightat Ganon. But every extra pathis another variable a smallteam has to build, test andmaintain. The compromise in thevideo is to let people believethey can go anywhere whilequietly constraining where theyactually go. Mike Rayhawk goesfurther in BrikWars and treatsagency as a carrot he danglesand never hands over. Pick theillusion you can afford tobuild. Tizzy: "you want peopleto think that they're makingchoices and they can goanywhere they want"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 aslong as the game is playable,not broken, and on-theme —Carpet Cleaning made $4K/monthlooking obviously AI-made.Other side: the June 2026algorithm explicitly rewardshigh-quality unique games, andTizzy says obsessive polish iswhat separates a 1K CCU gamefrom a top-100 one. It dependson whether you are chasing aquick $4K/month or a flagship.Tizzy: "It doesn't need to beAAA studio level quality. Thegame is playable, it's notbroken."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 isalready there, purple oceanmeans huge demand but everyoneexecutes badly — that is whereyou want to be. Hide and seek,airport and firefighterfantasies were all purpleoceans. Blue oceans also comefrom serving an audience nobodyserves, like first respondersin Emergency Roleplay. Tizzy:"purple ocean equals highdemand, but poor execution."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:if I add X, if I remove X, if Iimprove X, then stat Y goes up.Ship it, check the stat, and ifit did not move, revert and goback to research. That loop isthe whole job. Tizzy: "Everyfix or update new publish yourgame is really just an educatedguess."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;finding the gap is only halfthe job and building thequality game that fills it isthe other half. He puts about80% of a game's outcome on ideaplus execution and 20% on dataoptimisation. Tizzy: "Gameideas are everywhere. They'resuper abundant...What'sactually difficult isexecution"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 feelyourself with AI for two orthree rounds. Only then tellyour programmer exactly whatchanged, so he verifies itworks in the real codebaseinstead of doing five rounds ofguesswork. Tizzy:"Communication slows thingsdown. To reduce the headachefor your programmer, you got tostick to scope"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 giveyou data that is worth morethan any assumption, and thereal work starts after launchwhen you update daily off whatthey actually do. Tizzy: "Just[ __ ] launch it, dude... thenyou're updating daily,sometimes twice daily, bro."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 Sheetwith your notes and a predictedCCU ceiling, then come back ina week or a month and checkwhether you were right. Whenyou are wrong, name the exactbottleneck — social, first-timeexperience, bugs, or mid-game.This costs nothing and buildsreal design intuition. Tizzy:"a week, 2 weeks later, maybe amonth later, I'll check RoadTrends again... Was I correct?"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 60seconds, and it is the one statwhere a high number activelyreduces your homerecommendations. Roblox alsotracks a second window, 61-180seconds, so you can see exactlywhen they give up. Tizzy: "highrates lower your homerecommendations exposure.Meaning this is a negativestat"Keep the happy accident: In Impossible Lair the buddy slam ground pound was converted into a forward roll, since landing at that speed should carry momentum. Weeks later someone noticed that jumping straight out of the roll produced a long looping jump nobody had designed. Chris Sutherland's team debated removing it and kept it, because a player who can ground pound and boost would expect jumping to work too. Test the side effects of a new move before you patch them out. Tizzy: "if you naturally discover it it's like oh it feels good"tacticKeep the happy accidentIn Impossible Lair the buddyslam ground pound was convertedinto a forward roll, sincelanding at that speed shouldcarry momentum. Weeks latersomeone noticed that jumpingstraight out of the rollproduced a long looping jumpnobody had designed. ChrisSutherland's team debatedremoving it and kept it,because a player who can groundpound and boost would expectjumping to work too. Test theside effects of a new movebefore you patch them out.Tizzy: "if you naturallydiscover it it's like oh itfeels good"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, 20if you want to win, 25 per adcampaign; he tested 50 acrosstwo campaigns for one game.Then 2-3 new ones every weekforever, because CTR alwaysdecays as impressions pile up.AI-made thumbnails have neverlost to a hired artist for him.Tizzy: "Launch as many aspossible, at least 10. If youreally want to win, launch 20thumbnails."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 themdo it inside 30 seconds —building, planting, whatever itis. One mechanic at a time;teaching two at once overloadsthem. Use the mechanic itselfto teach: making them locktheir base signals a threatwithout a word of text. Tizzy:"Text-based tutorials areawful, my opinion... kids don'tread it."The shared core loop: leave base, get thing: In every game on his list the core loop is the same: you have a base, you leave it to go get a thing, and you bring it back. He says this is a simplification, not the textbook definition of a core loop. What changes between games is how the thing rolls, what chases you and how you progress. Ride a Pet, Steal an Egg and Escape Tsunami make you faster. Kick a Lucky Block and Dig and Clean make you stronger; in Dig and Clean the upgrade is a better shovel. The long-term collection is pets almost everywhere, treasure in Dig and Clean. Tizzy: "the core loop is really just leave base get thing"benchmarkThe shared core loop:leave base, get thingIn every game on his list thecore loop is the same: you havea base, you leave it to go geta thing, and you bring it back.He says this is asimplification, not thetextbook definition of a coreloop. What changes betweengames is how the thing rolls,what chases you and how youprogress. Ride a Pet, Steal anEgg and Escape Tsunami make youfaster. Kick a Lucky Block andDig and Clean make youstronger; in Dig and Clean theupgrade is a better shovel. Thelong-term collection is petsalmost everywhere, treasure inDig and Clean. Tizzy: "the coreloop is really just leave baseget thing"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 intosunk cost — players return toprotect and grow what theymade, exactly like Minecraft.Rare cosmetic blocks they canflex keep bases alive afterprogression plateaus. Tizzy:"you build your own world, itbecomes your own thing, you'reattached to it, it's like partof your identity"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 muchthe game makes — it buildsloyalty and it is where ideascome from. Run polls as a sidesource of data, and be at thetop of your own game's playtimeleaderboard. Tizzy: "Do talk toyour audience. Get in Discord.This is not beneath you."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 titleproblem, not a game problem —and a bad CTR can also mean youare in a red ocean rather thanthat the game is bad. ExpectCTR to decay as impressionspile up; Hacker Businessstarted at 2.1 QPTR and slid,which is why you keep testing.Tizzy: "Play-through rate'svery simple, guys. It's usuallyjust packaging, which isthumbnail 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 satisfying— every action needs sound andvisual feedback, like camerashake when the pickaxe hitsrock. For contrast, Build aBase and Steal averages 42minutes against a typical 3-8,which is top-percentile. Tizzy:"If it's low, that means yourcore loop sucks. It means it'snot satisfying."Make failing the interesting part: Mike Rayhawk designs BrikWars so the best moments are the ones where you are losing. A clean kill ends the exchange and leaves nothing to play with, but a wound that does not kill hands the other player decisions, such as whether the arm came off or the character is dying and gets a speech first. A critical success just does more damage; a terrible roll starts a table-wide debate about what disaster happened. He moves players past the standard wargaming as fast as possible so the time goes on the chaos. Tizzy: "i try to make the most interesting parts of the game the parts where you're failing"tacticMake failing theinteresting partMike Rayhawk designs BrikWarsso the best moments are theones where you are losing. Aclean kill ends the exchangeand leaves nothing to playwith, but a wound that does notkill hands the other playerdecisions, such as whether thearm came off or the characteris dying and gets a speechfirst. A critical success justdoes more damage; a terribleroll starts a table-wide debateabout what disaster happened.He moves players past thestandard wargaming as fast aspossible so the time goes onthe chaos. Tizzy: "i try tomake the most interesting partsof the game the parts whereyou're failing"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 andclutter stripped out, logosscaled up huge, text on emptysky rather than over buildings.Use characters kids alreadyrecognise — a bacon, a noob,the red guy from Rivals, theMcDonald's arches. Tizzy: "Youcan see how this yellow justpops from the background"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,gear, leaderboards, speedcosmetics. Seeing someone wayahead makes a kid want togrind, so do not hide progressbehind walls or force them tozoom out to see it. Tizzy: "Allthe biggest games on theplatform, nine times out often, have a social flexelement."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 thegame is, how to progress andwhat to be curious about next.By 5 minutes they shouldalready feel like they aregetting somewhere. Then keepcuriosity loops open — whatunlocks next, how big can thisget, and RNG rolls that teaserare rewards you cannot haveyet. Tizzy: "within the first60 to 120 seconds, you want itvery clear what the goal ofthis game is, how they canprogress"Map your niche as building blocks: Line up the top games in your niche and fill the same grid for each one: fantasy, unique mechanic, core loop, RNG, level design, tension, progression and long-term collection. His example is the simulator subgenre of tycoon, which he calls the most popular niche on Roblox. Escape Tsunami for Brainrots, Kick a Lucky Block, Steal an Egg, Ride a Pet, Dig and Clean and Surf and Rescue come out as the same game under the hood. The grid shows what they all share and the few blocks each one changed to take its market share. Tizzy: "All these games are mechanically under the hood the exact same game. They just swap out specific aspects"tacticMap your niche as buildingblocksLine up the top games in yourniche and fill the same gridfor each one: fantasy, uniquemechanic, core loop, RNG, leveldesign, tension, progressionand long-term collection. Hisexample is the simulatorsubgenre of tycoon, which hecalls the most popular niche onRoblox. Escape Tsunami forBrainrots, Kick a Lucky Block,Steal an Egg, Ride a Pet, Digand Clean and Surf and Rescuecome out as the same game underthe hood. The grid shows whatthey all share and the fewblocks each one changed to takeits market share. Tizzy: "Allthese games are mechanicallyunder the hood the exact samegame. They just swap outspecific aspects"Meet the player's subconscious expectations: Events have to behave logically and live up to expectations the player never states out loud - shoot something and bullet holes should appear. Getting the right sounds for physical events matters as much; the more sound is considered, the better the experience. Events should follow general physics, and a game that deliberately changes those rules has to change them consistently. Once a rule is established, stick to it. Tizzy: "when shooting something bullet holes should appear"tacticMeet the player'ssubconscious expectationsEvents have to behave logicallyand live up to expectations theplayer never states out loud -shoot something and bulletholes should appear. Gettingthe right sounds for physicalevents matters as much; themore sound is considered, thebetter the experience. Eventsshould follow general physics,and a game that deliberatelychanges those rules has tochange them consistently. Oncea rule is established, stick toit. Tizzy: "when shootingsomething bullet holes shouldappear"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,Steam hits and console gamesare loops that already provedpeople love them. Take one thatcosts money or needs a PC andmake it free on Roblox. Tizzy:"The easiest way to print moneyis to take a game that's doingwell on Steam."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'.Build from templates like Verb+ Noun (Grow a Garden), Be +Noun (Be a Nurse) or Escape +Noun, and make the title implya challenge, like 99 Nights inthe Forest. Validate thekeyword in Creator Exchangefirst: several high-visit gamessharing it means the fantasy isstrong, one is just luck.Tizzy: "You want to speak at athird-grade level."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 moneyare the reason it stops makingmoney. Also accept the ending:every game eventually dies,even the good ones, and thenyou go make the next one.Tizzy: "Hey, we made it. game'smaking money. We don't have totouch it. This is how gamesdie"No one owes you a reply or a break: There are no handouts. A top dev ignoring your DM owes you nothing, and what looks like someone appearing from nowhere is usually ten years of work behind it. If you do not have what you want, treat it as your fault, not the algorithm's. The useful half of that rule is the other direction: your success is yours too, which is what makes it repeatable instead of luck. Tizzy: "No one's coming to save you, bro."tacticNo one owes you a reply ora breakThere are no handouts. A topdev ignoring your DM owes younothing, and what looks likesomeone appearing from nowhereis usually ten years of workbehind it. If you do not havewhat you want, treat it as yourfault, not the algorithm's. Theuseful half of that rule is theother direction: your successis yours too, which is whatmakes it repeatable instead ofluck. Tizzy: "No one's comingto save you, bro."Start linear, then open the world: Rand Miller says Cyan's recent games open much more linear, usually with one simple task, so players get the feel of the place before choices appear. He compares too many early paths to the early World Wide Web, where clicking down a path made you afraid you had lost your place. Yooka-Laylee and the Impossible Lair first had no paywalls at all and you could walk straight to the last level; Playtonic judged that too open and added softer walls, so each area gives real choice, ends at a paywall, then opens up again. Players want structure; the only question is how much. Tizzy: "we start out much more linear so that people kind of get a feel"tacticStart linear, then openthe worldRand Miller says Cyan's recentgames open much more linear,usually with one simple task,so players get the feel of theplace before choices appear. Hecompares too many early pathsto the early World Wide Web,where clicking down a path madeyou afraid you had lost yourplace. Yooka-Laylee and theImpossible Lair first had nopaywalls at all and you couldwalk straight to the lastlevel; Playtonic judged thattoo open and added softerwalls, so each area gives realchoice, ends at a paywall, thenopens up again. Players wantstructure; the only question ishow much. Tizzy: "we start outmuch more linear so that peoplekind of get a feel"Pace the events, then space the world: Aim for a natural sense of progression by not over-stimulating or under-stimulating the player: spread out the moments of high concentration, alternate action-packed and laid-back sequences, and keep the number of simultaneous changes in line with the current pace. Tower defense is the clean example, alternating waves of enemies with building new towers, and many of those games also vary large waves of weak enemies against small waves of strong ones. Spacing applies to the environment too - open areas to admire the view against tight claustrophobic areas change the pace and so change the gameplay. Stay aware of how much space you have in the world and on screen, including enough room for AI and other players to move realistically. Tizzy: "trying not to over stimulate or under stimulate the player"tacticPace the events, thenspace the worldAim for a natural sense ofprogression by notover-stimulating orunder-stimulating the player:spread out the moments of highconcentration, alternateaction-packed and laid-backsequences, and keep the numberof simultaneous changes in linewith the current pace. Towerdefense is the clean example,alternating waves of enemieswith building new towers, andmany of those games also varylarge waves of weak enemiesagainst small waves of strongones. Spacing applies to theenvironment too - open areas toadmire the view against tightclaustrophobic areas change thepace and so change thegameplay. Stay aware of howmuch space you have in theworld and on screen, includingenough room for AI and otherplayers to move realistically.Tizzy: "trying not to overstimulate or under stimulatethe player"Partner on a built game or start from zero?: His three back-to-back winners came two ways. On the first two he partnered with the solo dev who already had the game built. On the third he designed and project managed the entire game and hired the team himself. Partnering is faster and leans on finished work; starting from zero costs more time and management, and he did it specifically to answer people who said the earlier wins only worked because the game already existed. Tizzy: "I built the game from scratch and I still hit a banger"open questionPartner on a built game orstart from zero?His three back-to-back winnerscame two ways. On the first twohe partnered with the solo devwho already had the game built.On the third he designed andproject managed the entire gameand hired the team himself.Partnering is faster and leanson finished work; starting fromzero costs more time andmanagement, and he did itspecifically to answer peoplewho said the earlier wins onlyworked because the game alreadyexisted. Tizzy: "I built thegame from scratch and I stillhit a banger"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 bemaking games? If the answer isno, do something else — moneyalone burns out. Tizzy'schildhood gaming memories arewhat make the 12-hour days feeleffortless. Tizzy: "If you hadmillions of dollars in yourbank account, let's saybillions, would you still bemaking games?"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 balancego out daily; real updates areweekly, then bi-weekly. Tizzy'scycle is plan Saturday, assignSunday, build Monday toWednesday, ready Thursday,playtest Friday with the core,launch Saturday. Never ship anuntested last-second update,and hire live ops internally —a studio treats your game asone line in a portfolio. Tizzy:"patches you can launch daily.Second thing is your updates...usually weekly, eventuallybi-weekly"Pay your team on time, every time: If you said you would pay an amount on a date, pay it on that date. The people you hire budget that money into their month for groceries and family, so a late payment hits their livelihood, not just your schedule. Credit is the other half: everyone who worked on the game goes in the in-game credits, and he names the key people publicly. Tizzy: "Respect people. Pay them on time. have integrity."tacticPay your team on time,every timeIf you said you would pay anamount on a date, pay it onthat date. The people you hirebudget that money into theirmonth for groceries and family,so a late payment hits theirlivelihood, not just yourschedule. Credit is the otherhalf: everyone who worked onthe game goes in the in-gamecredits, and he names the keypeople publicly. Tizzy:"Respect people. Pay them ontime. have integrity."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 rarepets took PCR from 0.3% to0.75% blended. USA playersconvert at about 2% while theblend is dragged down bylower-income regions. Betterplacement and consumablestripled one game's revenuewhile CCU only doubled. Hestill calls his $25K/month gamebadly under-monetized. Tizzy:"From 0.3% to 0.75, more thandoubled our PCR by changing howthe rolling works"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 whatelse that audience plays. Ifyour loop already appearsthere, those players know it;if it does not, you have foundan untapped market. Tizzy: "youlook at the actual Robloxdetail page and we look at thepeople also join section"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 andclicker are the safest forAI-built games. Modern AI cancarry a whole game in thesegenres, so there is no excusefor never shipping. Tizzy:"Obby, super easy to make,okay? Simulator, tycoon. Obbyis probably the easiest."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 clearaction and readable emotion ontheir faces. Working formats:before-and-after or Level 1 vsLevel 999 for progressiongames, first person for 'be a___' games, a swarm for chaosgames. Tizzy: "One or twocharacters, sometimes three.But usually no more."Decide where the roll happens: Every one of these games has RNG, and each places it differently. Roll after acquisition: the world spawns random eggs and the roll happens once the egg is in your base (Ride a Pet, Steal an Egg, Dig and Clean). Roll before acquisition: in Kick a Lucky Block you kick the block, the roll plays in front of you, then you carry the result home. Kick a Lucky Block also adds a skill check, a tap on the screen as a bar fills. Escape Tsunami puts the brainrots in the level with no roll at all. He means what the player sees; the back end can differ. Tizzy: "once you bring those eggs back to your base, a roll happens postacquisition"tacticDecide where the rollhappensEvery one of these games hasRNG, and each places itdifferently. Roll afteracquisition: the world spawnsrandom eggs and the rollhappens once the egg is in yourbase (Ride a Pet, Steal an Egg,Dig and Clean). Roll beforeacquisition: in Kick a LuckyBlock you kick the block, theroll plays in front of you,then you carry the result home.Kick a Lucky Block also adds askill check, a tap on thescreen as a bar fills. EscapeTsunami puts the brainrots inthe level with no roll at all.He means what the player sees;the back end can differ. Tizzy:"once you bring those eggs backto your base, a roll happenspostacquisition"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: hitthe progression walls, see themid-game, try the monetization,and write down the core loop,the progression and the pricepoints. Matia studied games 12hours a day before hisbreakout. Tizzy: "Play the gamefor 2 hours. Get deep into thegame because most peoplethey'll just play 10 minutes."Pressure-valve levels: tension, release, repeat: What he calls Escape Tsunami's unique mechanic: you run for the thing, the tsunami comes, you dip into a trough where it can't reach you, then decide whether to keep going. Tension and release repeat inside the run. Steal an Egg is the opposite: constant tension from the moment you steal until you reach the safe zone. Both use the same linear level design, which Kick a Lucky Block and Surf and Rescue share too. Tizzy: "So it's like tension release. Tension release. Tension release."tacticPressure-valve levels:tension, release, repeatWhat he calls Escape Tsunami'sunique mechanic: you run forthe thing, the tsunami comes,you dip into a trough where itcan't reach you, then decidewhether to keep going. Tensionand release repeat inside therun. Steal an Egg is theopposite: constant tension fromthe moment you steal until youreach the safe zone. Both usethe same linear level design,which Kick a Lucky Block andSurf and Rescue share too.Tizzy: "So it's like tensionrelease. Tension release.Tension release."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,a mid-tier that most peoplebuy, and an overpoweredexpensive one for whales.Tizzy: "small, medium, andlarge fries... You usually wantthree options."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 bitof progression, no live ops, noseasons. Get it running withAI, parts and free modelsyourself, so you know the gameis fun before you pay anyone.Tizzy: "you can get a workingprototype with AI before everhiring a dev. This is OP, in myopinion"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 orco-op belongs at the centre ofthe game, like Missiles vsCities or 99 Nights. If thegame is 10x more fun withfriends, players recruit theirown friends for you. Tizzy:"Your game should be more funto play with friends. It shouldbe 10 times more fun to playwith friends"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 otherplayers no two sessions repeat,which is why Rivals earns whatit does. Pair it with a safebuild mode so new players caninvest an hour before anyonewrecks them. Tizzy: "PvP makesit so no any session ever trulyfeels the same. This is why PvPis a low-key goated."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 onmobile, desktop and console.The most common mistake Tizzysees is a thumbnail that looksgreat on a monitor and isunreadable on a phone — this isthe last gate before you golive. Tizzy: "always look atwhat it's going to look like onall devices using q p t r dot io"His game: raise instead of steal, plus feeding: His own teardown of the game he calls Raisin Anomaly on camera, against Steal an Egg. The fantasy is raise a thing instead of steal a thing, and his game has a good chunk of female players who never played Steal an Egg, where he expects Steal an Egg to be mostly male. The unique mechanic is the same egg restock plus feeding, which he says is in tons of games and not new. The core loop, RNG, level design and tension stay the same. He says it will not be as big as Steal an Egg or a 100K CCU game, and that two more games are on the way. Tizzy: "we innovated with the audience and with the fantasy"case studyHis game: raise instead ofsteal, plus feedingHis own teardown of the game hecalls Raisin Anomaly on camera,against Steal an Egg. Thefantasy is raise a thinginstead of steal a thing, andhis game has a good chunk offemale players who never playedSteal an Egg, where he expectsSteal an Egg to be mostly male.The unique mechanic is the sameegg restock plus feeding, whichhe says is in tons of games andnot new. The core loop, RNG,level design and tension staythe same. He says it will notbe as big as Steal an Egg or a100K CCU game, and that twomore games are on the way.Tizzy: "we innovated with theaudience and with the fantasy"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 —including adjacent ones withsimilar mechanics — and turnsyour stats green or red. Onceit has enough data it re-ranksyou against games that shareyour exact audience, and thatis usually when your numberslook worse. Tizzy: "First andforemost, they're going to rankyou across the entire 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 untildevelopers trust you, then postthe job. With a reputation youcan hire the same day,sometimes within an hour. A topdev told Tizzy he will not hireanyone with fewer than 30mutual Discord connections.Tizzy: "Twitter is goated forhiring. You kind of got to larpa little bit on Twitter"Six excuses and their reframes: Each complaint he sees on Twitter, rewritten as a question about your own work. That game is slop, versus maybe these games work for a reason I can learn. My dev ghosted me, versus maybe I am a bad leader or a bad work environment. The algorithm screwed me, versus this is a chance to learn the algo changes before others. Developers never deliver, versus my incentive is too weak. A top dev ignores my DMs, versus I am asking for handouts without offering value. Tizzy saturated the market, versus which of my weaknesses can I fix. Tizzy: "this is an opportunity to learn more about the new algo changes before others"benchmarkSix excuses and theirreframesEach complaint he sees onTwitter, rewritten as aquestion about your own work.That game is slop, versus maybethese games work for a reason Ican learn. My dev ghosted me,versus maybe I am a bad leaderor a bad work environment. Thealgorithm screwed me, versusthis is a chance to learn thealgo changes before others.Developers never deliver,versus my incentive is tooweak. A top dev ignores my DMs,versus I am asking for handoutswithout offering value. Tizzysaturated the market, versuswhich of my weaknesses can Ifix. Tizzy: "this is anopportunity to learn more aboutthe new algo changes beforeothers"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 lockin — the winners do 10x thework, not 2x. Turn down theother opportunities in your DMsand stay on one game with oneteam; small mission-alignedteams doing 12-hour days anddaily updates beat big diffusedones. Tizzy: "Relentless focus.This is probably the most mostmost important thing that 90%of you don't have."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 worksand reskin it with whatevercontent is trending. You canalso strip the scary or adultparts off a proven loop toreach kids. Tizzy: "he takes aproven loop and he packages itin such a way that it's morereadable and mass market"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,locking, plots — should alreadyexist in a game with billionsof visits, so players know howto use it on sight. Blend twoor three of those games andchange roughly 20% to get yourown identity. Tizzy: "ThePareto principle... 80% ofconsequences come from 20% ofcauses... Change 20% of it."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,the UI and mobile controls.Even better: find a live gamewith a good loop, a communitypage full of bug complaints anda dev who stopped updating —those players are waiting foryou. Tizzy: "Find a game thatis not updating. You go on thecommunity page, there's tons ofcomplaints of bugs."Ride a Pet: about 40% changed from Steal an Egg: His example of stacked changes. It took the exploration vibe of Creatures of Sonaria and attached a simulator progression loop, and he believes it was one of the first games in this genre to do exploration. Against Steal an Egg it changes the fantasy (ride a pet), the unique mechanic (exploration), the level design (the captions render it as "radio" level design) and the tension (no monster, a hatch timer instead). He estimates that at about 40% changed, his picture of how a 100K CCU game differs from its reference. Tizzy: "they changed probably 40% here"case studyRide a Pet: about 40%changed from Steal an EggHis example of stacked changes.It took the exploration vibe ofCreatures of Sonaria andattached a simulatorprogression loop, and hebelieves it was one of thefirst games in this genre to doexploration. Against Steal anEgg it changes the fantasy(ride a pet), the uniquemechanic (exploration), thelevel design (the captionsrender it as "radio" leveldesign) and the tension (nomonster, a hatch timerinstead). He estimates that atabout 40% changed, his pictureof how a 100K CCU game differsfrom its reference. Tizzy:"they changed probably 40%here"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 overtime, visits, revenue estimatesand how often a game updates.Tizzy calls it a gatekeptsecret and found Alien Ranchwith it. Its revenue numbersunder-report, sometimes byhalf. Tizzy: "Go to RoTrends.Apparently, this is like agatekept secret."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,funnels, A/B tests for 8-9figure brands — transfersdirectly to game stats. Treatgames as products enteringmarkets, and Roblox is easymode compared to e-commercebecause the competition isundisciplined teenagers. Tizzy:"If you had previous businesssuccess, dude, Roblox is oneasy mode right now."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 thealgorithm has no signal.Convert Robux into ad creditsinstead of paying USD, set adaily budget not a lifetimeone, pick All Ages (it serves16+ anyway) and accept everysetting Roblox recommends.Tizzy: "Bare minimum, $16 aday. Run it for at least 3days."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 aPapers Please style checkpointgame inside it and had zerocompetition. Tizzy called it at50 CCU and it grew to 30K.Tizzy: "He came in, he said,'Let me take this fantasy. Letme make it a checkpoint stylegame'."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 specificfrustration: a 24-hour baselock so AFK players do not getrobbed, +30 speed to skip thegrind, limited-stock items soyou do not look like a filthycasual, 2x on offline earningsso you do not miss out. Aproduct that feels like anice-to-have does not sell.Tizzy: "Products should feellike a must-have, not anice-to-have."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,fear, outsmarting someone — andgive context to the title sothe two together explain thegame. Tease the one thing thatmakes you different, like'steal at night' or a visiblebuy-and-sell loop. Tizzy: "thethumbnail to communicate whatthe player can expect to feelwhen playing"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 thedashboard itself lags — 24hours for most updates, up to 3days early on. Do not panic themorning after a big update; theranking speed did not changewith the June 2026 update.Tizzy: "They use a 7-day windowof data... if you push a hugeupdate, don't freak out if yourstats don't drastically improvethe next day."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 readthe funnel and D1 after eachone. Build a Base and Stealwent through nine versionsbefore the onboarding wasright. Tizzy: "We triedprobably nine differenttutorials, all right? Welaunched probably a newtutorial every day for thefirst week"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 listsevery frame, model and UIsystem so nobody argues later.Pay on completion, not upfront,and do not add work mid-project— if you want more, write a newcontract. Tizzy: "always alwayssign a contract. Do not workwith someone that is notwilling to sign a contract"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 whovalidates ideas, partners withdevelopers and invests, and hesays talent is the bottleneckworth paying for. Other side:he also says AI can now buildan entire game in an easygenre, so a solo dev canprototype and ship withouthiring anyone. Which one youpick depends on your budget andyour reputation, and he hasdone both. Tizzy: "I invest ingames. I partner with devs...I'm a producer/project manager.I do not code."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 whatworks, then made $250K in twomonths with Spin a Brain Rotand later hit 100K CCU. Studytime converts into designintuition, and intuitionconverts into money. Tizzy: "Heearly on would play Robloxgames for, I fuck you not, 12hours a day."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: therole, the world and thefeeling. Picture what a7-year-old daydreams aboutbefore sleep — animals runninga hospital, being afirefighter, a tiny person in agiant kitchen. Tizzy: "What isthe core fantasy of this game?"Steal an Egg: a UI restock moved into the world: His reading of Steal an Egg under the hood. It took Grow a Garden's stock refresh, where the seeds in a shop frame restock every five minutes, and made the eggs in the world restock every five minutes. It also added PvP on top of the monster chase, where Escape Tsunami and Kick a Lucky Block were PvE only. The restock stacked FOMO, urgency and scarcity on top, which intensified the PvP. Tizzy: "they took that mechanic from a UI frame and applied it to the world"case studySteal an Egg: a UI restockmoved into the worldHis reading of Steal an Eggunder the hood. It took Grow aGarden's stock refresh, wherethe seeds in a shop framerestock every five minutes, andmade the eggs in the worldrestock every five minutes. Italso added PvP on top of themonster chase, where EscapeTsunami and Kick a Lucky Blockwere PvE only. The restockstacked FOMO, urgency andscarcity on top, whichintensified the PvP. Tizzy:"they took that mechanic from aUI frame and applied it to theworld"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 subredditsand Discords for that fantasy.You are looking for what theypraise, what they complainabout and the sentence 'why isevery X just a Y?'. Tizzy:"looking at SAP games in Steam,looking at...SCP subreddit andjust trying to get a feel"Surf and Rescue: same game, new audience: His pick to blow up. This is a prediction, not a result. Mechanically it is the same game as the others, with the same RNG and linear level design. It adds surfing, plus clear PvE tension that Dig and Clean lacked. The real change is the fantasy, save animals, and he expects it to pull a mostly female audience where he sees the others as male-dominated. Tizzy: "the fantasy signals both unique mechanic and can also target a completely different audience"case studySurf and Rescue: samegame, new audienceHis pick to blow up. This is aprediction, not a result.Mechanically it is the samegame as the others, with thesame RNG and linear leveldesign. It adds surfing, plusclear PvE tension that Dig andClean lacked. The real changeis the fantasy, save animals,and he expects it to pull amostly female audience where hesees the others asmale-dominated. Tizzy: "thefantasy signals both uniquemechanic and can also target acompletely different audience"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 isbeaten to death in thebrain-rot crowd can be brandnew to the SCP crowd, so thesame clone that dies in onemarket wins in another. Tizzy:"introduce a proven loop to amarket that has not seen ityet"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 theconstraint is not ideas, it isfinding developers who ship ontime in a space full ofteenagers who ghost you. Tizzy:"Ideas are cheap andeverywhere. The bottleneck Ifound in this business ofRoblox is talent."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 andSteal's players are on console— console players also playoften and for long sessions.The core mechanic has to befrictionless with a thumb:voxel building is clunky ontouch, which Tizzy thinks costsBuild a Base and Steal 100-150kCCU. Fixing console UXmeasurably raised their D1.Tizzy: "That's where 80% ofRoblox players are."The fantasy is the primary verb: When he says fantasy he mainly means the verb: steal a thing, raise a thing, kick a thing, ride a pet, escape with a valuable, dig up treasure, save animals. World building sits around it, but the verb is what sets the game apart. He treats game design like a house: the fantasy and the unique mechanic are the foundation, the two blocks he rates as most important for standing out. Tizzy: "when I say fantasy, I'm pretty much talking about like the primary verb here"tacticThe fantasy is the primaryverbWhen he says fantasy he mainlymeans the verb: steal a thing,raise a thing, kick a thing,ride a pet, escape with avaluable, dig up treasure, saveanimals. World building sitsaround it, but the verb is whatsets the game apart. He treatsgame design like a house: thefantasy and the unique mechanicare the foundation, the twoblocks he rates as mostimportant for standing out.Tizzy: "when I say fantasy, I'mpretty much talking about likethe primary verb here"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-dayplaytime per user, 7-day playdays per user, D1, D7, and nowD28 — plus monetization andconversion. Model your game asa funnel — impressions, clicks,plays, D1, D7, D28 — and fixthe biggest leak. Tizzy: "Deepplay through rate, 7-dayplaytime per user, 7-day playdays per user."Third hit: 1.2M Robux in 72 hours: His third hit in a row, the simulator he calls Raisin Anomaly on camera, a 44K a month game. The dashboard showed 1.2 mil Robux over the last 72 hours: 500K yesterday and 230K by noon on the Sunday he recorded, still climbing. He built this one himself instead of partnering with an existing solo dev, hiring the team: lead programmer Scripted Eli and level designer Fall Too Deep. Tizzy: "this is how much Robux we made the last 72 1.2 mil"case studyThird hit: 1.2M Robux in72 hoursHis third hit in a row, thesimulator he calls RaisinAnomaly on camera, a 44K amonth game. The dashboardshowed 1.2 mil Robux over thelast 72 hours: 500K yesterdayand 230K by noon on the Sundayhe recorded, still climbing. Hebuilt this one himself insteadof partnering with an existingsolo dev, hiring the team: leadprogrammer Scripted Eli andlevel designer Fall Too Deep.Tizzy: "this is how much Robuxwe made the last 72 1.2 mil"The three pillars: player, communication, appeal: Every game rests on three pillars: the player, communication and appeal. For the player pillar, ask what the player's role is and how they interact with the game - the player always needs a purpose and has to be the one driving the game forward, which is what separates a game from other media. A player with no say and no effect on the game becomes indifferent and is just completing tasks for the sake of it. Tizzy: "three main pillars that hold up this foundation player communication and appeal"tacticThe three pillars: player,communication, appealEvery game rests on threepillars: the player,communication and appeal. Forthe player pillar, ask what theplayer's role is and how theyinteract with the game - theplayer always needs a purposeand has to be the one drivingthe game forward, which is whatseparates a game from othermedia. A player with no say andno effect on the game becomesindifferent and is justcompleting tasks for the sakeof it. Tizzy: "three mainpillars that hold up thisfoundation player communicationand appeal"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 Robuxbutton exactly when the kidwants the pet and cannot affordit, and pop the 2x prompt atthe moment he walks over tocollect offline earnings — notin a menu, not earlier. Tizzy:"It's all about the timing andplacement in the psychologicallevers that you're pulling atthe exact right time"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 withexplicit tasks. Explain eachone in a Loom video withpictures and a link to a livegame that already has thatsystem — video beats text, andif they build it wrong yourbrief was unclear. Tizzy: "Bestway to communicate, in myopinion, is use somethingcalled Loom. Record a video"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 nexthit as badly as you do. RobloxTwitter is an echo chamber ofmisinformation — check theofficial FAQ before you believea viral thread, especiallyabout the 500-player safetyrules. Tizzy: "there's a lot ofmisinformation, unfortunately,on Roblox Twitter... a crazyecho chamber of misinformation"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 amini-game so kids can do itwith friends who live too faraway. These are Tizzy'sfavourite ideas because devtime is tiny. Tizzy: "Justscroll TikTok, bro...mypersonal favorite is TikTokChallenges"Your US share and 18+ revenue: Two audience numbers he checks on a winning game: around a 25% US 18 plus rate and almost 30% US audience overall. He calls the headline Robux figure a conservative estimate because a lot of the revenue is 18 plus revenue. Tizzy: "we have around a 25% US 18 plus rate"benchmarkYour US share and 18+revenueTwo audience numbers he checkson a winning game: around a 25%US 18 plus rate and almost 30%US audience overall. He callsthe headline Robux figure aconservative estimate because alot of the revenue is 18 plusrevenue. Tizzy: "we have arounda 25% US 18 plus rate"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 liketoothpaste — today, tomorrow,the day after — which pumpsyour 7-day spend days per user.The 24-hour base lock becamethe top seller two days afterlaunch. Tizzy: "I'm a hugeproponent of dev productsversus game passes when itcomes to consumables."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),quantitative (everythingcountable on the dashboard) andcompetitor research.Qualitative is the one almostevery dev ignores, and it isthe only stream that tells youwhy. Tizzy: "there are threemain data sources...qualitative data...quantitative data... and thenthere is of course competitorresearch"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 genremust pass three checks: low devtime, high demand with lowcompetition, and at least onesuccessful vibe-coded gamealready in it. Quiz, clickerand simulator pass; Action RPGis underserved but too complexto vibe code. Tizzy: "Threethings I would look for if Iwas looking to make a gameentirely with AI."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 3days to be real, sometimes 24hours, sometimes longer atlaunch. And your early statswill look terrible unless youare already a top dev; that isnormal, it just means room toimprove. Tizzy: "In Roblox,it's like every 3 days. So [ __] take a deep breath."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.Every place they hesitate is afriction point. Most devs havenever even opened their owngame on a phone, and that iswhere the majority of playersare. Tizzy: "Have your littlecousin play the game. Don'tteach them how to play thegame."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 thenine-year-old whoscreen-recorded it on an iPad.Where he gets stuck or confusedis your UX bug list. Do thesame with big creators to seewhich moments they clip, andplay your own game to see theplaystyles you never designedfor. Tizzy: "where is hegetting stuck? Where is hegetting confused?"Weak incentive, not bad developers: When contractors go quiet or nothing ships on time, treat it as a leadership problem first. Your project is competing with their other work, so ask whether the pay, the upside and the work environment make yours the one worth prioritising. Devs who say every developer ghosts them have usually never looked at this. Tizzy: "maybe I'm not creating a strong enough incentive for my team to want to prioritize the game that we're building together"tacticWeak incentive, not baddevelopersWhen contractors go quiet ornothing ships on time, treat itas a leadership problem first.Your project is competing withtheir other work, so askwhether the pay, the upside andthe work environment make yoursthe one worth prioritising.Devs who say every developerghosts them have usually neverlooked at this. Tizzy: "maybeI'm not creating a strongenough incentive for my team towant to prioritize the gamethat we're building together"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. D7needs enough content plusweekly events, admin abuse andsocial flex. D28 needs deeperprogression, not more models —Hack a Business has about 2.5hours of initial content.Farmer Digger was destroyed bythe new algorithm purely onD7/D28. Tizzy: "D28 is deeperprogression mechanics. Not justspamming more models in thegame"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-recommendationimpressions pass your sponsoredimpressions, because thealgorithm has taken over andads are wasted money. Theother: keep running them afterevery meaningful update to feedfresh data, and if you canafford it just keep spendinguntil you hit algo. In practiceit depends on whether your lastupdate was big enough to beworth re-measuring. Tizzy:"Once your home recommendationimpressions have surpassed yourad impressions, stop ads."Wrap the game around one input: Cyan started on simple children's games when the Mac had just shipped with a single-button mouse, and kept that interface for Myst: everything was built around a mouse and one button, with clicking and dragging grown on top later. Rand Miller says one reason it worked is that they sat their mom in front of it and she could click and step forward. He is not a fan of playing a world through a game controller because for many people it stops them learning to play at all. Pick the smallest control set and build the whole game on it. Tizzy: "we kept it very simple just a mouse and one button anybody could do it"tacticWrap the game around oneinputCyan started on simplechildren's games when the Machad just shipped with asingle-button mouse, and keptthat interface for Myst:everything was built around amouse and one button, withclicking and dragging grown ontop later. Rand Miller says onereason it worked is that theysat their mom in front of itand she could click and stepforward. He is not a fan ofplaying a world through a gamecontroller because for manypeople it stops them learningto play at all. Pick thesmallest control set and buildthe whole game on it. Tizzy:"we kept it very simple just amouse and one button anybodycould do it"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 levelup, the economy, theprogression. Then hand it to AIand ask what the programmerspecifically has to build —that becomes your task list.Tizzy: "you're going to putthis game idea into what'scalled a game design document"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 andreused images rank lower, andclickbait like 'mysteriousgame' is now punished. Makeyour own thumbnails, icons andname, keep every personalisedvariant honest about the game,and fill the detail page withyour best thumbnails showingdifferent parts of the game —most devs ignore that pageentirely. Tizzy: "Avoidpublishing content withrepetitive titles and imagesthat have been previouslypublished."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, whatelse they play and what theywant. Then ask Cole's threequestions — is the ideaclickable, is it relatable,does it already have apassionate fan base?. Tizzy:"identifying your ideal playerpersona...you have to know whoyour customer is"