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

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

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Checking that the SKILL.md file is still in the repository.

How to read the dashboard without fooling yourself — D1/D7/D30 green targets by genre, session-length benchmarks, and a symptom→change table that names which system a red metric indicts. Use when the user asks "is my D1 good", "what should I fix first", "why is retention dropping", pastes dashboard numbers, or is about to spend on ads with red metrics or redesign a system off two days of data. Do not use for building the instrumentation — load rbx-analytics-events — or for prescribing the update rhythm — load rbx-retention-cadence instead.

Install

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

SKILL.md

rbx-analytics-reading

When to load

Any dashboard interpretation, any "what do I change" question after numbers exist, before any ad spend decision, and automatically under rbx-retention-cadence and rbx-wf-weekly — read the curve before prescribing. If the user can't access the dashboard this session, emit a fetch prompt via rbx-handoff-dashboard rather than guessing.

Green targets

Roblox colors your metrics against similar-genre games; these are the working bars when the dashboard's own comparison is unavailable. Benchmarks drift — for a high-stakes call, have rbx-psych-research verify current values.

MetricRedHealthyStrongOwned by
D1 retention< 15%20–25%30%+FTUE (rbx-wf-firstsession)
D7 retention< 8%8–12%15%+Content map, week-one ladder
D30 retention< 4%4–6%8%+Live-ops cadence, events
Avg session< 6 min8–12 mingenre-dependentSession design, pacing
DAU/MAU stickiness< 10%~15%20%+Daily loop + streaks
  • Session length is the most genre-relative number here: simulators/RPGs run healthy at

15–25 min; obby/minigame burst genres run short sessions and compensate with sessions-per-user-per-day — judge the pair, never session length alone.

  • First-session length is an acquisition metric, not just retention: qualified

play-throughs feed the discovery algorithm, so a weak first session throttles home recommendations before it ever shows up in D1.

  • The gate before ad spend: D1 ≥ 20% and median session ≥ 8 min. Paying for traffic into

a red-D1 game buys churn.

Symptom → change

A red metric indicts the checklist that owns its timeframe. Fix where the timeframe lives.

SymptomIt is NOTChange this
D1 red, everything else unknownContent volumeFTUE: time-to-first-input < 10s, first reward < 30s, hook moment < 3 min; run rbx-wf-firstsession
D7 red, D1 greenThe tutorialWeek-one content map: a new mechanic/zone/system per session for ≥ 7 sessions, social bond by session 2–3
D30 red, D7 greenOnboardingLive-ops: event calendar with ≥ 4 beats, macro goals (collection %, prestige, seasons) — rbx-retention-cadence
Session short, sessions/day fineA retention crisisNothing, if genre-appropriate; otherwise deepen the goal ladder (near goal < 2 min, session goal 5–15 min, aspiration goal visible)
Sessions/day low, session longContent shortageReturn ceremony (first 30s: daily reward, offline earnings) + exit cliffhanger — rbx-retention-daily, rbx-psych-pacing
Conversion % low, ARPPU fineCatalog depthFirst-purchase trust: rbx-mtx-first-purchase
ARPPU low, conversion fineThe paywall's absenceCatalog depth and laddering: rbx-mtx-shop-strategy, rbx-mtx-pricing
Home-rec share of acquisition shrinkingAn ads problemQualified sessions — first-session quality again; the algorithm follows it
Economy source/sink totals divergingA pricing bug (yet)Inflation incoming in weeks: add sinks now — rbx-economy-currencies

Reading rules

  • Compare within genre, never globally. A horror game's D30 looks terrible next to a

simulator's by the nature of the loop, not by quality.

  • Cohort before celebrating. Post-update numbers mix veterans with new players; filter

to the new-user cohort acquired after the ship date for any FTUE claim. Retention-tab cohort curves show updates as breaks at their date — that break is the honest signal.

  • Sample honesty: under ~1,000 new users/day the daily numbers are noise; read weekly

aggregates and never redesign off a Tuesday dip.

  • Two-timeframe rule: pushing D1, D7, and D30 green simultaneously usually means

compromising all three. Pick the two the genre supports; keep the third above its floor.

  • Every change names its metric before shipping — target metric + expected direction,

reviewed after 7 days of cohort data. No hypothesis = it's a vibe; label it as one.

Sharp edges

  • CRITICAL — Cohort mixing: judging an FTUE update by all-player D1 buries the effect

under veterans who never saw it. Symptom: "the update did nothing." Fix: new-user cohort filtered by acquisition date, 7-day window.

  • HIGH — Acting on the dashboard's 24-hour-delayed charts as if they were live: a fix

shipped this morning cannot show today. Use "View Events" for did-it-fire checks and the dashboard only for trends.

  • HIGH — Ad spend before the D1 ≥ 20% / session ≥ 8 min gate: sponsored traffic

converts worse than organic, so red metrics get redder while the budget burns.

  • MEDIUM — Reading averages where distributions matter: mean session length hides the

bimodal split between bounced players (< 1 min) and engaged ones; a rising average can mean losing the casual half, not improving the game.

Load with

rbx-analytics-events (the numbers exist because it ran), rbx-analytics-funnels (when the symptom localizes to a flow), rbx-retention-cadence + rbx-retention-daily (the D7/D30 fixes), rbx-wf-firstsession (the D1 fix), rbx-handoff-dashboard (when the user must fetch auth-gated charts).

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.

Source

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