# Tizzy's playbook — everything he teaches, as one blueprint

Built from 20 videos. The same content is the **Tizzy's playbook** tab of the design board (local, http://localhost:8793/). Left to right = the order you use it in: find an idea → validate → build → launch → algorithm → retain → monetize → stats → mindset. Every box names the videos it comes from.

## Laws (apply to everything)

- **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.  
  _[How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)_
- **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.  
  _[The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ), [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM)_
- **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.  
  _[Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA), [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)_
- **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.  
  _[My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)_
- **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.  
  _[How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)_
- **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.  
  _[BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)_
- **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.  
  _[My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)_
- **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.  
  _[How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)_
- **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.  
  _[How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU)_

## 1 · Find the idea — Go hunting for a fantasy kids already want and a game loop someone has already proven — on or off Roblox.

- **Start from a core fantasy** (system) — 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?"
    - from: [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Mine proven loops from off Roblox** (system) — 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.
    - numbers: 10 million, 55000, 42000, $20
    - Tizzy: "The easiest way to print money is to take a game that's doing well on Steam."
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY), [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM)
- **Browser and console game libraries** (tool) — 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."
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)
- **Hide or Die: Prop Hunt, free** (item) — 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.
    - numbers: 1 billion visits, 6v6, $20 original
    - Tizzy: "Hide or Die. It's just Garry's Mod Prop Hunt."
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)
- **Turn TikTok challenges into mini-games** (system) — 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"
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)
- **Bomb Click: 260M visits from TikTok** (item) — 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.
    - numbers: 260 million, 78 million, 20 million, 11 million visits, 13K CCU
    - Tizzy: "Bomb Click, 260 million visits, okay? Very easy mini game to make."
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)
- **Skin a trend onto a proven format** (system) — 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.
    - numbers: 50 million downloads
    - Tizzy: "he takes a proven loop and he packages it in such a way that it's more readable and mass market"
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Find a fantasy with no king** (system) — 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.
    - numbers: 225 million, 1000, 7000
    - Tizzy: "This fantasy is just begging to be innovated on."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Secure the Airport: genre swap win** (item) — 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.
    - numbers: 38000, 50 CCU initial, 30000 CCU peak, 6.2 million views, 200k wishlists
    - Tizzy: "He came in, he said, 'Let me take this fantasy. Let me make it a checkpoint style game'."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)
- **Hunt purple oceans** (system) — 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.
    - numbers: 9 out of 10
    - Tizzy: "purple ocean equals high demand, but poor execution."
    - from: [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E)
- **Take a proven loop to a new audience** (system) — 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.
    - numbers: 20K CCU: Jump to Steel SCP's audience crossover performance
    - Tizzy: "introduce a proven loop to a market that has not seen it yet"
    - from: [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Revive dead and abandoned games** (system) — 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.
    - numbers: 2016, 92 million views
    - Tizzy: "Find a game that is not updating. You go on the community page, there's tons of complaints of bugs."
    - from: [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ), [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)
- **Avoid: front-page fads and empty markets** (system) — 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.
    - numbers: less than 1 month
    - Tizzy: "If you just copy a big front page game, this is going to die in like literally less than a month."
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ), [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E)
- **Clone it or make it yours?** (decision) — 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"
    - from: [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)

## 2 · Validate it — Prove the demand with numbers from three different places, then prototype the smallest playable version before you spend money.

- **Demand must be a number** (system) — 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.
    - numbers: 3 million ratings, 200k wishlists, 6.2 million views, 4 years
    - Tizzy: "Has this game idea been done outside of Roblox before and worked?"
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY), [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Demand thresholds to look for** (resource) — The numbers Tizzy treats as real signals when scanning other platforms. Anything at or above these means the core loop is proven.
    - numbers: 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
    - Tizzy: "basically, a quantifiable number that shows that people are actually interested in this core loop"
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY), [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ), [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA)
- **Cross-check three demand sources** (system) — 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.
    - numbers: 3, 200000, 6.2 million
    - Tizzy: "I have two sources of clear demand signals... There is one more place that I want to show you."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU)
- **RoTrends** (tool) — 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.
    - numbers: 100k Robux reported vs 200k Robux actual, 90 days
    - Tizzy: "Go to RoTrends. Apparently, this is like a gatekept secret."
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc)
- **Catch a game before it peaks** (system) — 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.
    - numbers: 90 days, 1.2k CCU, 100k visits, 560 CCU
    - Tizzy: "You want to find a game when it's trending upward, but right before it peaks."
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc)
- **Creator Exchange** (tool) — 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.
    - numbers: 62 million visits: Grow a Hacker Business reference game
    - Tizzy: "I want to go visits and I'll just type in like the keyword"
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA), [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E), [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M)
- **People-also-join panel** (tool) — 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"
    - from: [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Write your ideal player persona** (system) — 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"
    - from: [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ), [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E)
- **Steam reviews, Reddit and Discord** (tool) — 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"
    - from: [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Play the target game for 2 hours** (system) — 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.
    - numbers: 2 hours, 10 minutes, 12 hours a day
    - Tizzy: "Play the game for 2 hours. Get deep into the game because most people they'll just play 10 minutes."
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Keep a games-to-watch journal** (system) — 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.
    - numbers: 3-5k CCU, 1 week, 2 weeks
    - Tizzy: "a week, 2 weeks later, maybe a month later, I'll check Road Trends again... Was I correct?"
    - from: [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI)
- **Alien Ranch: the gap he copied** (item) — 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.
    - numbers: 1.2k-3.5k CCU peak, 6.3 million visits, 8-9 months, $500/month, 10000 CCU ceiling
    - Tizzy: "great unique idea with unique art style and first of its kind core loop, which I believe is carrying it"
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI)
- **Prototype the MVP before you hire** (system) — 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"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8)
- **Watch a kid play it on a phone** (system) — 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.
    - numbers: 80%: Roblox players on mobile devices
    - Tizzy: "Have your little cousin play the game. Don't teach them how to play the game."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM)
- **Genre test for an AI-built game** (resource) — 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.
    - numbers: 3 criteria, 1 day, couple hours
    - Tizzy: "Three things I would look for if I was looking to make a game entirely with AI."
    - from: [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc)

## 3 · Build fast — Hire a tiny team, scope it in writing, and build a familiar game where only about 20% is new.

- **Write a game design document** (system) — 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"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8)
- **Recruit on Twitter and YouTube** (system) — 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.
    - numbers: 30 mutual connections, 1 hour
    - Tizzy: "Twitter is goated for hiring. You kind of got to larp a little bit on Twitter"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Hire a lean T-shaped team** (system) — 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.
    - numbers: 2-4: Team member count for efficient execution
    - Tizzy: "This is the team that I ran for Farmer Dai. It was literally just a two-man team."
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I)
- **Sign a contract and a statement of work** (system) — 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.
    - numbers: 50% upfront, 2 weeks
    - Tizzy: "always always sign a contract. Do not work with someone that is not willing to sign a contract"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8)
- **Avoid: buying your way in with cash** (system) — 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.
    - numbers: $4000, $12000, 1800 CCU peak, $1500/month per developer
    - Tizzy: "I tried to come in this space just thinking I could throw money around and it doesn't work like that"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Trello and Loom** (tool) — 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"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8)
- **Build the world before the code** (system) — 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"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8)
- **Iterate in a backup copy with AI** (system) — 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.
    - numbers: 2-3: Iteration rounds before programmer feedback
    - Tizzy: "Communication slows things down. To reduce the headache for your programmer, you got to stick to scope"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8)
- **Reuse proven mechanics, change 20%** (system) — 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.
    - numbers: 80/20, 20, 35 billion, 70 billion, 11.3 billion
    - Tizzy: "The Pareto principle... 80% of consequences come from 20% of causes... Change 20% of it."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I)
- **Avoid: copying a mechanic blind** (system) — 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.
    - numbers: 3 hours
    - 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.'"
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I)
- **Add depth, not complexity** (system) — 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.
    - numbers: 15 minutes
    - Tizzy: "Simple scales, fancy fails."
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg)
- **Design for nine-year-olds** (system) — 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.
    - numbers: 9 years old
    - Tizzy: "Majority of this platform is 9-year-olds."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY)
- **Make the goal obvious in 60 seconds** (system) — 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.
    - numbers: 60-120 seconds, 5 minutes, 3 times
    - Tizzy: "within the first 60 to 120 seconds, you want it very clear what the goal of this game is, how they can progress"
    - from: [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I)
- **Test on mobile and console yourself** (system) — 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.
    - numbers: 80%, 30%, 100k-150k CCU
    - Tizzy: "That's where 80% of Roblox players are."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg)
- **Avoid: death by a thousand cuts** (system) — 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.
    - numbers: 5-10 friction points, 1K CCU vs top 100
    - Tizzy: "It can quickly become death by a thousand cuts... those points of friction can add up."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Put other players in the core loop** (system) — 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.
    - numbers: 10x
    - Tizzy: "Your game should be more fun to play with friends. It should be 10 times more fun to play with friends"
    - from: [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg)
- **Design clippable moments** (system) — 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."
    - from: [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Pick a genre you can finish** (system) — 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."
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc)
- **How polished does it need to be?** (decision) — 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.
    - numbers: $4000/month, 1K CCU vs top 100
    - Tizzy: "It doesn't need to be AAA studio level quality. The game is playable, it's not broken."
    - from: [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Avoid: buying pre-built templates** (system) — 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.
    - numbers: $600: what he paid for the 'Destroy the Kairens' template — it reached 100 CCU and flopped
    - Tizzy: "If you're buying templates in this space, you're cooked. Do not buy templates, bro."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Farmer Die: what $12K buys** (item) — 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.
    - numbers: $12000, 1.8k CCU peak, 3.3 million visits, $800/month, 80-150 CCU, $670 DevEx in 10 days, 5-6 months
    - Tizzy: "I put $12,000 dollars into this game, okay? I hired a full-time programmer and 3D modeler."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Fantasy or the better design?** (decision) — 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"
    - from: [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI)

## 4 · Launch — Package it (title, thumbnails, first 30 seconds), ship the MVP, and buy the first players with cheap ads.

- **Name it at third-grade level** (system) — 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.
    - numbers: 3rd grade, 99
    - Tizzy: "You want to speak at a third-grade level."
    - from: [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M)
- **Hack a Business: the retitle** (item) — '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.
    - numbers: 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
    - Tizzy: "this is by far the best thumbnail, 60 million impressions"
    - from: [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Sell the fantasy in the thumbnail** (system) — 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"
    - from: [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA), [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M)
- **Pick a proven thumbnail format** (system) — 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.
    - numbers: 1-3 characters, Level 1 vs Level 999
    - Tizzy: "One or two characters, sometimes three. But usually no more."
    - from: [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA)
- **Make it readable on a phone** (system) — 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"
    - from: [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA)
- **qptr.io** (tool) — 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"
    - from: [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA)
- **Canva plus an AI image tool** (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.
    - numbers: 10-15 minutes
    - Tizzy: "Start with a concept. Iterate, iterate, iterate."
    - from: [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA)
- **Launch 20 thumbnails, test weekly** (resource) — 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.
    - numbers: 10 minimum, 20 ideal, 25 per campaign, 50 across 2 campaigns, 2-3 per week
    - Tizzy: "Launch as many as possible, at least 10. If you really want to win, launch 20 thumbnails."
    - from: [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA)
- **Write original title and images** (system) — 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."
    - from: [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Don't Steal the Bobo: metadata decides** (item) — 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.
    - numbers: 9.5K CCU vs 31, 11, 2, 7, 12 CCU
    - Tizzy: "The ones that survive are the ones that, quote unquote, mutate."
    - from: [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E)
- **Fix your stats in Beta Mode** (system) — 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.
    - numbers: 10K Robux/day: Ad spend for studio optimization
    - Tizzy: "While in beta mode, your experience will not be shown in home recommendations."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Just launch the MVP** (system) — 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."
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU)
- **Deliver the title promise in 30 seconds** (system) — 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.
    - numbers: 30 seconds, 10 seconds, 60 seconds
    - Tizzy: "The promise of the title is delivered in the first 30 seconds of gameplay."
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Lead with your best mechanic** (system) — 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.
    - numbers: 30 seconds
    - Tizzy: "Text-based tutorials are awful, my opinion... kids don't read it."
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg)
- **Hook them before you sell** (system) — 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.
    - numbers: 90 seconds, 15-second cutscene, 22% to 15-16% bounce
    - Tizzy: "You need to get them emotionally invested into the game in the first 90 seconds"
    - from: [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Ship a new tutorial every day** (system) — 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.
    - numbers: 9 tutorials, 1 per day, first week
    - Tizzy: "We tried probably nine different tutorials, all right? We launched probably a new tutorial every day for the first week"
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU)
- **Run $16/day of ads, minimum 3 days** (system) — $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.
    - numbers: $16/day, 3 days, 16+
    - Tizzy: "Bare minimum, $16 a day. Run it for at least 3 days."
    - from: [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [Roblox's 500 Highly Engaged Players Update Explained Like You're 5](https://www.youtube.com/watch?v=Rkgbcv6omPg)
- **What reaching the algorithm costs** (resource) — 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.
    - numbers: $16/day, 11 days, $180, $200, 1 week, 500 players, 1K-2K CCU on ads alone
    - Tizzy: "I started ads on May 20th, 2026. $16 a day... It took us 11 days and around $180 in ad spend"
    - from: [Roblox's 500 Highly Engaged Players Update Explained Like You're 5](https://www.youtube.com/watch?v=Rkgbcv6omPg), [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Cycle ads, stats, update, repeat** (system) — 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.
    - numbers: 3 days
    - Tizzy: "Run ads, okay? Then you're going to look at these stats... Then Roblox will start to hit algo."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo), [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M)
- **Avoid: running ads with no updates** (system) — 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."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)

## 5 · The algorithm — Feed Roblox data fast, get ranked against your genre, and let home recommendations replace your ad spend.

- **Feed it data fast** (system) — 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.
    - numbers: 10,000 players: Fixed allocation per Roblox genre
    - Tizzy: "The first thing you need is traffic to your game."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Ad traffic is cold and part bot** (system) — 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"
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo), [Roblox's 500 Highly Engaged Players Update Explained Like You're 5](https://www.youtube.com/watch?v=Rkgbcv6omPg)
- **Home traffic is your real audience** (system) — 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."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo), [Roblox's 500 Highly Engaged Players Update Explained Like You're 5](https://www.youtube.com/watch?v=Rkgbcv6omPg)
- **Ads and home are two separate markets** (system) — 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.
    - numbers: 10000 players per genre
    - Tizzy: "These are two separate farmers markets, okay? This is the sponsored ads market. This is the home algo market."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Ranked against your genre first** (system) — 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.
    - numbers: 30K CCU: #2 game benchmark; 4K CCU: #3 game benchmark
    - Tizzy: "First and foremost, they're going to rank you across the entire genre."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Benchmark: experiences with similar players** (tool) — 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?"
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **The 7-day window and data lag** (resource) — 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.
    - numbers: 7 days, 24 hours, 72 hours, 3 days
    - 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."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo), [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **The 500 highly engaged players gate** (resource) — 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.
    - numbers: 500 players, 60 days, 11 days, $180, 210k visits/190 players, 90k visits/160 players 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"
    - from: [Roblox's 500 Highly Engaged Players Update Explained Like You're 5](https://www.youtube.com/watch?v=Rkgbcv6omPg)
- **The metrics Roblox ranks you on** (resource) — 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.
    - numbers: D1, D7, D28, 7-day playtime per user, 7-day play days per user
    - Tizzy: "Deep play through rate, 7-day playtime per user, 7-day play days per user."
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Keep bounce rate low** (system) — 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.
    - numbers: 60 seconds, 61-180 seconds
    - Tizzy: "high rates lower your home recommendations exposure. Meaning this is a negative stat"
    - from: [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Engagement outranks monetization** (system) — 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"
    - from: [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Avoid: the red ocean pile-up** (system) — 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."
    - from: [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E)
- **When do you stop paying for ads?** (decision) — 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.
    - numbers: 1 week minimum
    - Tizzy: "Once your home recommendation impressions have surpassed your ad impressions, stop ads."
    - from: [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Trust the docs, not Twitter** (system) — 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"
    - from: [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo), [Roblox's 500 Highly Engaged Players Update Explained Like You're 5](https://www.youtube.com/watch?v=Rkgbcv6omPg)

## 6 · Retain & live ops — Give players a reason to come back tomorrow, patch daily, update weekly, and run the game with your core players.

- **Make progress visible to everyone** (system) — 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.
    - numbers: 9 out of 10
    - Tizzy: "All the biggest games on the platform, nine times out of ten, have a social flex element."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Give them a reason to return tomorrow** (system) — 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."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI)
- **Build a collection fantasy** (system) — 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."
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Let them own something** (system) — 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.
    - numbers: 20 minutes
    - Tizzy: "you build your own world, it becomes your own thing, you're attached to it, it's like part of your identity"
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **PvP makes every session new** (system) — 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."
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Make private servers free** (system) — 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?"
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg)
- **Copy your genre's retention hack** (system) — 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.
    - numbers: D1, 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."
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE)
- **What actually drives D1, D7 and D28** (resource) — 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.
    - numbers: D1, days 2-7, days 8-28, 2.5 hours
    - Tizzy: "D28 is deeper progression mechanics. Not just spamming more models in the game"
    - from: [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Patch daily, update weekly** (system) — 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.
    - numbers: daily patches, weekly then bi-weekly updates, 7-day cycle
    - Tizzy: "patches you can launch daily. Second thing is your updates... usually weekly, eventually bi-weekly"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Every update targets one metric** (system) — 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."
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Grow a core of 8-10 sweats** (system) — 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.
    - numbers: 8 to 10 playtesters
    - Tizzy: "We literally plan updates with these guys... We have them play test our updates before they're live."
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Live in your Discord** (system) — 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."
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU)
- **Avoid: trying to please everyone** (system) — 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"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Build a Boat: 2 years at 8-9K CCU** (item) — 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.
    - numbers: 8-9K CCU, 1.5-2 years, 143K likes
    - Tizzy: "Build a Boat for Treasure has been at like 8 to 9K CCU for a couple of years now"
    - from: [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg)
- **Do you let players AFK?** (decision) — 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.
    - numbers: 3 hours
    - 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"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I)

## 7 · Monetize — Sell consumables that fix real pain, timed to the exact moment the player feels it — without breaking the economy.

- **Gameplay before revenue** (system) — 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"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Sell fixes for real pain** (system) — 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.
    - numbers: 24 hours, +10/+30/+100 speed, 100-150 stock, 19 Robux, 85 trillion
    - Tizzy: "Products should feel like a must-have, not a nice-to-have."
    - from: [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Copy competitor monetization, then test** (system) — 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."
    - from: [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets), [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE)
- **Use consumables, not gamepasses** (system) — 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.
    - numbers: 24 hours, 2 days, 7-day spend days, 19 Robux
    - Tizzy: "I'm a huge proponent of dev products versus game passes when it comes to consumables."
    - from: [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Always have a cheap starter pack** (system) — 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."
    - from: [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Price in three tiers** (system) — Small, medium and large fries. A cheap starter that converts, a mid-tier that most people buy, and an overpowered expensive one for whales.
    - numbers: 3 tiers
    - Tizzy: "small, medium, and large fries... You usually want three options."
    - from: [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Ship a free version, then sell the upgrade** (system) — 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.
    - numbers: 60 seconds, 24 hours
    - Tizzy: "Every 60 seconds or so, you can lock your base, no one can get in."
    - from: [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Time the offer to peak desire** (system) — 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.
    - numbers: 19 Robux
    - Tizzy: "It's all about the timing and placement in the psychological levers that you're pulling at the exact right time"
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Build many purchase pathways** (system) — 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.
    - numbers: 3rd error, 3-5 times per session
    - Tizzy: "The more purchase pathways, the better."
    - from: [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Avoid: selling your economy away** (system) — 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.
    - numbers: 1 billion for 9 Robux
    - Tizzy: "You don't want to just make it like one bill money is like nine Robux. That's going to cook you."
    - from: [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)
- **Check retention after every money update** (system) — 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.
    - numbers: D1, D7
    - Tizzy: "Check results is not just did I make more Robux. Did it destroy my D1? Did it hurt my D7?"
    - from: [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Payer conversion numbers to aim at** (resource) — 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.
    - numbers: 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
    - Tizzy: "From 0.3% to 0.75, more than doubled our PCR by changing how the rolling works"
    - from: [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Carpet Cleaning: $4K/month from AI** (item) — 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.
    - numbers: $140/day, $4000/month, 40k Robux/day, 10K CCU peak, 500 CCU average, 7.2M visits, $25/day, 7K Robux/day, 1 dev product
    - Tizzy: "That's $140 a day. This game is making 4k USD per month. That's a livable income."
    - from: [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc)

## 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.

- **Wait three days before judging** (system) — 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.
    - numbers: 3 days, 24 hours, 72 hours
    - Tizzy: "In Roblox, it's like every 3 days. So [ __ ] take a deep breath."
    - from: [Roblox Sponsored Ads Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=owMnhg3fn_M), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU)
- **Use three data streams** (system) — 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.
    - numbers: 3 sources
    - Tizzy: "there are three main data sources... qualitative data... quantitative data... and then there is of course competitor research"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Creator dashboard feedback tab** (tool) — 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"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Watch kids play it on YouTube** (system) — 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?"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets)
- **Analytics funnels** (tool) — 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.
    - numbers: 30% vs 77%
    - Tizzy: "analytics, funnels. Okay? And track your actual tutorial completion rates."
    - from: [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **First-session retention benchmarks** (resource) — 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.
    - numbers: 95% at 30s, 87% at 1 min, 65% at 5 min, 20-30% = failing
    - Tizzy: "First 30 seconds we're retaining 95% of our players"
    - from: [I Found 5 Things That Guarantee a Viral Roblox Game](https://www.youtube.com/watch?v=FnsIL4zPCQg)
- **Find the exact drop-off minute** (system) — 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.
    - numbers: 2:30, 5-minute timer, 7-day
    - Tizzy: "See what's actually happening at the 2:30 mark causing quits."
    - from: [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Compare against your genre** (system) — 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.
    - numbers: 20%: Example bounce rate genre benchmark
    - Tizzy: "how we measuring up against other games in the in the genre"
    - from: [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Fix your worst stat, only that one** (system) — 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.
    - numbers: 21% to 15% bounce, 2.5K to 4.5K CCU, impressions doubled
    - Tizzy: "If a stat is low, focus on that stat and only that stat until it improves."
    - from: [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [The Roblox Algorithm Explained Like You're 5 Years Old](https://www.youtube.com/watch?v=inWzxY26NXo)
- **Hypothesis, ship, measure, revert** (system) — 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.
    - numbers: 3 forms
    - Tizzy: "Every fix or update new publish your game is really just an educated guess."
    - from: [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [Roblox Game Monetization Explained Like You're 5](https://www.youtube.com/watch?v=zoz3PSMqets), [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Roblox A/B experiments** (tool) — 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.
    - numbers: D7, D28
    - Tizzy: "you can AB test updates and target specific metrics that you want to improve"
    - from: [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8)
- **Low playtime means a weak loop** (system) — 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.
    - numbers: 42 minutes, 3-8 minutes typical, 15-20 minute sessions
    - Tizzy: "If it's low, that means your core loop sucks. It means it's not satisfying."
    - from: [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I)
- **Low play-through means bad packaging** (system) — 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.
    - numbers: 2.1 QPTR
    - Tizzy: "Play-through rate's very simple, guys. It's usually just packaging, which is thumbnail and title"
    - from: [BIG UPDATE! New Roblox Algorithm Changes June 2026](https://www.youtube.com/watch?v=pu2o80prNV8), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [How I Make High Quality Roblox Thumbnails with AI](https://www.youtube.com/watch?v=az7em1IoBhA), [The #1 Reason Nobody Finds Your Roblox Game (How To Get Players)](https://www.youtube.com/watch?v=dUmh6GAvJ-E)
- **Build a Base and Steal: the flagship** (item) — 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.
    - numbers: $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
    - Tizzy: "This game was at 1 KCCU this time last week... this shit's going 100 KCCU."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw)

## 9 · Mindset — Ideas are free and execution is rare; lock in on one game, ship your own, and learn from being wrong.

- **Game design is the top-1% skill** (system) — 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.
    - numbers: 1%: Developer tier that prioritizes game design
    - Tizzy: "That skill is game design. That skill is not programming."
    - from: [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI)
- **Ideas are cheap, execution is rare** (system) — 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.
    - numbers: 80%: Success from idea/execution; 20%: from optimization
    - Tizzy: "Game ideas are everywhere. They're super abundant...What's actually difficult is execution"
    - from: [I paid a top dev $300 to teach me how he finds Roblox game ideas...](https://www.youtube.com/watch?v=8q6kdFVL_fY), [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Talent is the real bottleneck** (system) — 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."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8)
- **Build in public, give value first** (system) — 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.
    - numbers: 3,500,000 visits
    - Tizzy: "I think personal branding in the space is highly, highly underrated and super OP"
    - from: [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Relentless focus beats talent** (system) — 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.
    - numbers: 90%, 10x, 12-hour days
    - Tizzy: "Relentless focus. This is probably the most most most important thing that 90% of you don't have."
    - from: [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU), [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [I Made ANOTHER $25,070/mo Roblox Game (13.1k CCU)](https://www.youtube.com/watch?v=nggNvUILQ1I), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI)
- **Aim for a small first win** (system) — 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.
    - numbers: 80-150 CCU, $500-800/month, 5-7 months
    - Tizzy: "the goal is not to get the next big breakout viral hit, but just get your first win."
    - from: [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE)
- **Don't quit after a slow launch** (system) — 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.
    - numbers: 10K CCU
    - Tizzy: "If this guy didn't give up on his game so soon, he could be sitting on a game with 10k CCU."
    - from: [My Roblox game makes $28,910/mo, here's what I learned...](https://www.youtube.com/watch?v=EZzztgpSaTU)
- **Never stop updating** (system) — 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"
    - from: [How I Keep My $131,230/mo Roblox Game Alive (Live Ops Tutorial)](https://www.youtube.com/watch?v=TVdqb9O0RMw), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Being wrong builds the intuition** (system) — 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?"
    - from: [Only the top 1% of Roblox developers know this...](https://www.youtube.com/watch?v=0pMW1T0rdUI), [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM)
- **Run the passion filter** (system) — 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?"
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Run games like a business** (system) — 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.
    - numbers: 10 years, 8-9 figure brands
    - Tizzy: "If you had previous business success, dude, Roblox is on easy mode right now."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus), [How to Improve Your Roblox Game Stats FAST](https://www.youtube.com/watch?v=HFcegpPPvpI), [The 99% of devs video (deleted): market research — copy formats that are already viral](https://www.youtube.com/watch?v=tFC2BmD3XnQ)
- **Matia: 12 hours a day, $250K** (item) — 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.
    - numbers: 12 hours a day, $250,000 in 2 months, 100K CCU
    - Tizzy: "He early on would play Roblox games for, I fuck you not, 12 hours a day."
    - from: [My Roblox Game Makes $119,300/mo (38K CCU, here's how)](https://www.youtube.com/watch?v=LZOohZHsJus)
- **Build it yourself or produce it?** (decision) — 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."
    - from: [How I Make My Roblox Games Go Viral Everytime](https://www.youtube.com/watch?v=4ms4cp2mrtM), [How to pump out high quality Roblox games FAST](https://www.youtube.com/watch?v=7tYPvXYlif8), [How to find AND STEAL Roblox game ideas before they blow up!](https://www.youtube.com/watch?v=BNdHkeKRUdE), [This AI-Made Roblox Game is PRINTING Money (Steal His Strategy)](https://www.youtube.com/watch?v=RQe-MLgY_Zc)

## How the pieces connect

- Start from a core fantasy —then find a loop→ Mine proven loops from off Roblox
- Browser and console game libraries —feeds candidates→ Mine proven loops from off Roblox (gives)
- Hide or Die: Prop Hunt, free —proves it works→ Mine proven loops from off Roblox (gives)
- Bomb Click: 260M visits from TikTok —proves the pipeline→ Turn TikTok challenges into mini-games (gives)
- Mine proven loops from off Roblox —then reskin it→ Skin a trend onto a proven format
- Secure the Airport: genre swap win —proves the gap→ Find a fantasy with no king (gives)
- Find a fantasy with no king —grade the market→ Hunt purple oceans
- Avoid: front-page fads and empty markets —rules markets out→ Hunt purple oceans (requires)
- Hunt purple oceans —pick your angle→ Take a proven loop to a new audience
- Hunt purple oceans —or revive one→ Revive dead and abandoned games
- Take 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 number
- Demand thresholds to look for —sets the bar→ Demand must be a number (gives)
- Demand must be a number —stack the proof→ Cross-check three demand sources
- Steam reviews, Reddit and Discord —gives player words→ Cross-check three demand sources (gives)
- Cross-check three demand sources —find live examples→ Catch a game before it peaks
- RoTrends —gives CCU charts→ Catch a game before it peaks (gives)
- Alien Ranch: the gap he copied —worked example→ Catch a game before it peaks (gives)
- People-also-join panel —shows audience overlap→ Write your ideal player persona (gives)
- Catch a game before it peaks —name the player→ Write your ideal player persona
- Write your ideal player persona —then go play→ Play the target game for 2 hours
- Play the target game for 2 hours —log the notes→ Keep a games-to-watch journal
- Keep a games-to-watch journal —then build a toy→ Prototype the MVP before you hire
- Genre test for an AI-built game —genre must pass→ Prototype the MVP before you hire (requires)
- Prototype the MVP before you hire —test it on someone→ Watch a kid play it on a phone
- Watch a kid play it on a phone —then write it up→ Write a game design document
- Pick a genre you can finish —scope to a genre→ Write a game design document (requires)
- Reuse proven mechanics, change 20% —gives the mechanics→ Write a game design document (gives)
- Avoid: copying a mechanic blind —check the context→ Reuse proven mechanics, change 20% (requires)
- Reuse proven mechanics, change 20% —then add depth→ Add depth, not complexity
- Fantasy or the better design? —settle the conflict→ Add depth, not complexity
- Design for nine-year-olds —then set the hook→ Make the goal obvious in 60 seconds
- Put other players in the core loop —make it shareable→ Design clippable moments
- How polished does it need to be? —set the bar→ Test on mobile and console yourself
- Test on mobile and console yourself —kill the friction→ Avoid: death by a thousand cuts
- Farmer Die: what $12K buys —the $12K lesson→ Avoid: buying your way in with cash (gives)
- Recruit on Twitter and YouTube —then hire→ Hire a lean T-shaped team
- Build it yourself or produce it? —choose the model→ Hire a lean T-shaped team
- Hire a lean T-shaped team —paper it first→ Sign a contract and a statement of work (requires)
- Sign a contract and a statement of work —start phase one→ Build the world before the code
- Trello and Loom —gives task briefs→ Build the world before the code (gives)
- Avoid: buying pre-built templates —build it yourself→ Build the world before the code (requires)
- Build the world before the code —then tune the feel→ Iterate in a backup copy with AI
- Iterate in a backup copy with AI —then ship it→ Just launch the MVP
- Creator Exchange —validates keywords→ Name it at third-grade level (gives)
- Hack a Business: the retitle —doubled its CTR→ Name it at third-grade level (gives)
- Name it at third-grade level —now draw it→ Sell the fantasy in the thumbnail
- Canva plus an AI image tool —makes the artwork→ Pick a proven thumbnail format (gives)
- Pick a proven thumbnail format —then simplify it→ Make it readable on a phone
- qptr.io —then publish them→ Launch 20 thumbnails, test weekly
- Write original title and images —keep it original→ Launch 20 thumbnails, test weekly (requires)
- Don't Steal the Bobo: metadata decides —metadata decided it→ Write original title and images (gives)
- Just launch the MVP —hide from home→ Fix your stats in Beta Mode
- Fix your stats in Beta Mode —fix onboarding first→ Deliver the title promise in 30 seconds
- Lead with your best mechanic —then get them invested→ Hook them before you sell
- Ship a new tutorial every day —now buy traffic→ Run $16/day of ads, minimum 3 days
- What reaching the algorithm costs —sets the budget→ Run $16/day of ads, minimum 3 days (gives)
- Run $16/day of ads, minimum 3 days —start the loop→ Cycle ads, stats, update, repeat
- Avoid: running ads with no updates —update before spending→ Cycle ads, stats, update, repeat (requires)
- Cycle ads, stats, update, repeat —hands Roblox data→ Feed it data fast (gives)
- Ad traffic is cold and part bot —ranking begins→ Ranked against your genre first
- Benchmark: experiences with similar players —shows red stats→ The metrics Roblox ranks you on (gives)
- The 7-day window and data lag —wait a full week→ The metrics Roblox ranks you on (requires)
- The metrics Roblox ranks you on —start with bounce→ Keep bounce rate low
- Ads and home are two separate markets —earn the home feed→ Home traffic is your real audience
- The 500 highly engaged players gate —gate for under-16s→ Home traffic is your real audience (requires)
- Trust the docs, not Twitter —gives the real rules→ The 500 highly engaged players gate (gives)
- Home 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 images (requires)
- Engagement outranks monetization —so build retention→ Make progress visible to everyone
- Make progress visible to everyone —then hook tomorrow→ Give them a reason to return tomorrow
- Build a collection fantasy —make it theirs→ Let them own something
- Build a Boat: 2 years at 8-9K CCU —two-year proof→ Let them own something (gives)
- PvP makes every session new —and a safe space→ Make private servers free
- Make private servers free —check which day→ What actually drives D1, D7 and D28
- What actually drives D1, D7 and D28 —borrow the fix→ Copy your genre's retention hack
- Copy your genre's retention hack —put it on schedule→ Patch daily, update weekly
- Live in your Discord —builds the core→ Grow a core of 8-10 sweats
- Patch daily, update weekly —aim each update→ Every update targets one metric
- Avoid: trying to please everyone —filter the requests→ Every update targets one metric (requires)
- Do you let players AFK? —genre-specific call→ Every update targets one metric
- Every update targets one metric —only then monetize→ Gameplay before revenue
- Gameplay before revenue —find the pain→ Sell fixes for real pain
- Copy competitor monetization, then test —gives product ideas→ Sell fixes for real pain (gives)
- Sell fixes for real pain —sell it repeatably→ Use consumables, not gamepasses
- Use consumables, not gamepasses —add an entry price→ Always have a cheap starter pack
- Carpet Cleaning: $4K/month from AI —one product suffices→ Always have a cheap starter pack (gives)
- Always have a cheap starter pack —then ladder it→ Price in three tiers
- Price in three tiers —demo the value→ Ship a free version, then sell the upgrade
- Ship a free version, then sell the upgrade —then time it→ Time the offer to peak desire
- Payer conversion numbers to aim at —sets PCR targets→ Time the offer to peak desire (gives)
- Time the offer to peak desire —add more doors→ Build many purchase pathways
- Build many purchase pathways —then check the damage→ Check retention after every money update
- Avoid: selling your economy away —guard the economy→ Check retention after every money update (requires)
- Check retention after every money update —let data land→ Wait three days before judging
- Wait three days before judging —then read it→ Use three data streams
- Creator dashboard feedback tab —gives qualitative→ Use three data streams (gives)
- Watch kids play it on YouTube —gives friction list→ Use three data streams (gives)
- Analytics funnels —shows step drop-offs→ Find the exact drop-off minute (gives)
- First-session retention benchmarks —targets to beat→ Find the exact drop-off minute (requires)
- Use three data streams —judge in context→ Compare against your genre
- Compare against your genre —pick the worst→ Fix your worst stat, only that one
- Fix your worst stat, only that one —if playtime is low→ Low playtime means a weak loop
- Fix your worst stat, only that one —if PTR is low→ Low play-through means bad packaging
- Low play-through means bad packaging —test new thumbnails→ Launch 20 thumbnails, test weekly
- Fix your worst stat, only that one —run the experiment→ Hypothesis, ship, measure, revert
- Roblox A/B experiments —gives clean measurement→ Hypothesis, ship, measure, revert (gives)
- Build a Base and Steal: the flagship —benchmark numbers→ Hypothesis, ship, measure, revert (gives)
- Run games like a business —gives the CRO method→ Hypothesis, ship, measure, revert (gives)
- Hypothesis, ship, measure, revert —ship and re-feed→ Cycle ads, stats, update, repeat
- Hypothesis, ship, measure, revert —review the call→ Being wrong builds the intuition
- Game design is the top-1% skill —design over code→ Ideas are cheap, execution is rare
- Ideas are cheap, execution is rare —so find talent→ Talent is the real bottleneck
- Talent is the real bottleneck —earn the network→ Build in public, give value first
- Build in public, give value first —gives credibility→ Recruit on Twitter and YouTube (gives)
- Run the passion filter —must actually want it→ Relentless focus beats talent (requires)
- Relentless focus beats talent —keep feeding it→ Never stop updating
- Aim for a small first win —expect a slow start→ Don't quit after a slow launch
- Don't quit after a slow launch —one update away→ Never stop updating
- Matia: 12 hours a day, $250K —12 hours a day→ Play the target game for 2 hours (gives)
