blushneybusiness-glitch/roblox-omniskills/rbx-analytics-funnels

Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills

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Funnels that answer one question each — designed backwards from a decision, instrumented in order, and read with a drop-off diagnosis procedure that names the fix. Use when the user says "where do players drop off", "onboarding funnel", "shop conversion", "why does nobody finish the tutorial", or when a funnel chart shows steps out of order, flat tails, or a single-step cliff. Do not use for the raw event plumbing — load rbx-analytics-events — or for judging whether the resulting rates are healthy — load rbx-analytics-reading instead.

Install

npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-analytics-funnels

SKILL.md

rbx-analytics-funnels

Laws

  1. One funnel, one decision. Before defining steps, write the sentence "if step N leaks,

I will change X." A funnel nobody would act on wastes one of the 10 funnels per universe — the budget is the design constraint.

  1. Steps fire in order, or the chart lies. LogFunnelStepEvent steps must land

sequentially per player per session; skip step 2 and fire step 3 and the visualization breaks. Instrument the code path, not your mental model of it — if players can reach the shop without the tutorial, the tutorial is not step 1 of the shop funnel.

  1. The FTUE funnel is chart #1 of the whole game. It ships before launch or the baseline

is gone forever — a funnel added in week 3 cannot tell you what week 1 looked like.

  1. Log the completed step, not the shown screen. "WelcomeScreen" fires when the player

dismisses it, not when it renders; otherwise a crash-on-load cohort looks like engaged players who quit at step 2.

Passes

  1. Question — state the decision the funnel serves and the step where you expect the

leak. Onboarding: "which tutorial step loses players." Purchase: "do players fail to open, browse, click, or confirm."

  1. Steps — 4–8 steps; more than 10 and adjacent steps blur into noise (the cap is 100

but the useful range is single digits). Each step = one irreversible player action. Canonical shop funnel: OpenedShop → ViewedItem → ClickedBuy → Confirmed → Granted.

  1. Instrument — every step goes through the rbx-analytics-events wrapper's

FunnelStep(player, funnel, step, name); server-side, on success, per that skill's laws. Onboarding steps fire from the tutorial controller's server acknowledgments (rbx-quests-tutorial), never from client UI callbacks.

  1. Verify order — playtest the path once (start_stop_play + character_navigation),

then Creator Hub → Analytics → Funnel → "View Events": confirm every step fired once, in order, before trusting any chart.

  1. Diagnose — wait for ≥ 1,000 players through step 1 (below that, week-day noise

swamps the signal), then read per-step conversion:

  • Single step drops 20%+ more than its neighbors — that step is a fire. Play it

yourself on a phone-sized window first; the cause is usually friction you can see (unclear objective, off-screen button, a wait with no feedback), not psychology.

  • Smooth decay every step — the flow is too long, not too hard. Cut steps or grant

the reward earlier; do not polish individual steps.

  • Cliff at step 1→2 — a loading/race problem as often as a design one; check

rbx-qa-scale load-order families before redesigning the welcome screen.

  • Flat tail after step N — players who pass N finish; acquisition upstream of the

funnel is the constraint, not the funnel.

  1. Fix loop — change ONE step, note the ship date, re-read the same funnel on the

post-change cohort after 7 days. The before/after on a single step is the cleanest experiment Roblox gives you without rbx-abtest.

Performance budget

Funnel steps count against the shared 120 + 20 × CCU calls/minute AnalyticsService budget; a funnel step is one call, so a 6-step FTUE costs 6 calls per new player — fine. Never batch funnel steps (order matters); batch the high-frequency custom events around them instead. 10 funnels per universe, 100 steps each — retire a funnel (stop logging, note it in memory) before adding an eleventh.

Load with

rbx-analytics-events (the wrapper every step rides), rbx-analytics-reading (healthy-rate benchmarks), rbx-wf-firstsession — when the funnel is the first 5 minutes, don't ask, include it; the fix for an FTUE leak is played, not charted. Tutorial step sources: rbx-quests-tutorial.

AI-tells

  • ☐ A funnel with no decision attached — instrumentation as decoration
  • ☐ Steps logged on screen-shown instead of action-completed
  • ☐ Step numbers that players can legitimately reach out of order
  • ☐ 15+ steps in one funnel — adjacent-step signal destroyed
  • ☐ Funnel steps fired from LocalScripts
  • ☐ Redesigning a step off fewer than 1,000 entrants
  • ☐ Two step changes shipped inside one measurement window
  • ☐ FTUE funnel added after launch and compared against nothing

Memory

Read: the game's projects.md block for the funnel registry (names, steps, ship dates) — never redefine an existing funnel's steps, which severs its history. Write: every funnel name + step list + the decision it serves into that block when it ships; retired funnels stay listed with a retired: date so the 10-slot budget is auditable next session.

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

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