blushneybusiness-glitch/roblox-omniskills/rbx-genre-tycoon
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
- community
Checking that the SKILL.md file is still in the repository.
The complete tycoon genre template — dropper→button→expand loops with the real cash-flow numbers: tier cost curves, button pacing, part budgets, and rebirth math that keep a plot growing all session. Use when the user wants a tycoon ("restaurant tycoon", "build a tycoon", "dropper game"), asks why their tycoon stalls mid-game or players leave after the buttons run out, or needs the build order for one. Do not use for offline-gain/automation math — load rbx-genre-idle — or for grid-merge progression — load rbx-genre-clicker instead.
Install
npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-genre-tycoonSKILL.md
rbx-genre-tycoon
The loop
Earn (droppers spawn value parts every 1–2s; conveyor carries them to the collector) → step on button (cost check + deduct, server-side Touched) → building appears on the plot (the genre's core reward: visible geometry, not a number) → income rises → bigger buttons → plot section unlocks → rebirth when button costs flatten.
First button within 30 seconds of claiming a plot. Time-to-next-button: 15–45s for the first ten buttons, stretching to 3–6 min late-game, never past 10 min without a rebirth option on screen. The physical plot is the progress bar — a returning player must see at a glance what grew since yesterday, and neighbors must see it too (adjacent plots are the genre's status display, rbx-psych-social).
The numbers
- Button cost curve: per-tier
cost = base * 4^(tier-1)(100 → 500 → 2.5k → 12.5k →
62.5k…); inside a tier, buttons step ×1.5–2.5. Tiers of 6–10 buttons each; 40–80 buttons total at launch.
- Income: each tier's dropper earns 4–6× the previous (5/drop → 25 → 150 → 1k); drop
interval tightens 2.0s → 1.5s → 1.0s. Time-to-earn per tier: tier 1 inside 10 min, tier 2 by 45 min, tier 3 at 1–3h, tier 4 at 3–8h across sessions.
- Part budget: hard cap 50 live dropper parts per plot, 15s Debris lifetime, plain Parts
only (never unions/meshes for drops). 8 plots × 3 droppers at 1s intervals is 24 parts/second server-wide without the cap — the genre's classic perf death.
- Rebirth: unlocks at total earnings ≈ 500k (just past tier 3); +25% permanent income
per rebirth, requirement ×3 each time. Resets buildings + cash; never gamepasses, cosmetics, or rebirth count. First rebirth should land in session 2–3, not session 1.
- Plots: count ≥ MaxPlayers, spaced ~100 studs, StreamingEnabled on so a client loads
its own plot plus neighbors, not all eight (rbx-platform-streaming).
- Passive income buildings: 10–20% of total income at most — the dropper spectacle is
the game; a tycoon that runs itself is rbx-genre-idle wearing a costume.
Build order
rbx-wf-newgameshell: one plot greyboxed with the full button chain stubbed
(rbx-build-greybox); claim pad + owner billboard first — ownership is the hook.
- Dropper → conveyor → collector spine with the part cap and Debris lifetime from day one;
all currency math server-side, buttons validated on server Touched (rbx-net-remotes, rbx-security-anticheat — client Touched is not authority).
- Button chain with prerequisite reveal (buy A, pad B fades in) — the fade-in IS the
tutorial; juice every purchase: pad sink, building pop-in scale tween, cash sound (rbx-juice-celebrations, rbx-anim-tween, rbx-audio-sfx).
- Data: cash, owned buildings, rebirths (
rbx-data-schema,rbx-data-profilestore);
restore rebuilds the plot on rejoin — test this before adding tier 2.
- Tiers 2–4 buildings (
rbx-build-propsfor dropper/machine models — silhouettes must
change per tier, not just colors).
- Rebirth (
rbx-economy-rebirth): stop dropper threads, clear plot, apply multiplier —
thread leaks here are the genre's classic memory bug (rbx-perf-memory).
- Shop + monetization map (
rbx-ui-shop,rbx-mtx-receipts). - Analytics on button/tier/rebirth timing (
rbx-analytics-events) — the funnel tells you
exactly which button stalls players — then the publish gauntlet.
Monetization map
| Product | Type | Price anchor | Why it converts | |
|---|---|---|---|---|
| 2x Cash | gamepass | 299–499 R$ | The banker; every button becomes half price in time | |
| Auto-Collect | gamepass | 249–399 R$ | Sells after ~50 manual collections — the pain is the pitch | |
| Extra plot section | gamepass | 349–599 R$ | More visible geometry = more status | |
| VIP (badge + aura + name color) | gamepass | 149–249 R$ | Pure status on a genre built for neighbors watching | |
| Cash packs ×4 tiers | dev product | 49 → 1999 R$ | Sized to sit just under tier-entry buttons | |
| Skip button | dev product | ≈ button cost/8 in R$ | Impulse at the pad itself, shown only on 5+ min buttons | |
| Instant rebirth | dev product | 149–249 R$ | Session-3+ buyers who know the multiplier's worth | |
| Tip item | dev product | 2 R$ | Payment activation + goodwill (rbx-mtx-first-purchase) |
Dashboard creation → rbx-mtx-gamepasses / rbx-mtx-devproducts handoffs; ids land in CONFIG as = 0 -- TODO.
Critical sheet, pre-filled
(Diff against critical-thinking-sheet.md.)
- Monetizable — yes: 2x cash + auto-collect + cash packs day one; skip-button at walls.
- Easy to understand — the genre's superpower: stand on pad, thing appears. Zero reading.
- Addictive loop — yes if button pacing holds; the variable reward is weak (fixed costs),
so borrow variance: rare golden drops worth 10–50× at 1/100 (rbx-psych-hooks).
- SFX-friendly — very: drop clink, collector ring, purchase thunk, tier fanfare.
- Easy to create — the spine is days; the building models are the real cost. 40+ distinct
buildings is the actual estimate driver.
- 2-Robux item — the tip item, or a single golden-drop trigger.
- Green metrics — D1 strong (instant ownership), D7 from tiers + rebirth, D30 needs new
tiers/sections on a cadence (rbx-liveops-cadence). Plan two of three.
- Audience — under-13 core; theme decides skew. U13 rails on all prompts (
rbx-psych-u13). - Saturation — high but theme-forgiving: a strong theme ("prison", "brainrot factory") IS
the differentiation; the spine barely changes (rbx-marketing-thumbnails first).
- Trend-based — theme-skinning a trend onto the spine is proven (
rbx-genre-trend). - Launch spend — moderate; tycoons get more organic discovery than simulators but ads
still decide week one.
- Would I play all day — only if the plot keeps visibly changing. If three buttons in a
row buy invisible upgrades, cut them or make them geometry.
Genre tells (why clones fail)
- Buttons that buy stat upgrades instead of visible buildings — the plot stops growing and
the loop dies; every purchase must add or change geometry.
- No part cap on droppers — the server chokes at 6+ players and mobile reviews say "laggy",
which in this genre means dead.
- Same dropper model recolored across all tiers — tier 3 must LOOK 25× richer than tier 1
or income gains don't register.
- Plot not restored on rejoin — the one bug players never forgive in a genre about
ownership; test restore before content.
- Dropper/passive threads not cancelled on leave or rebirth — income ghosts, currency
corruption, and a memory leak per player.
- Dead time over 10 minutes between buttons with no rebirth prompt — the exact wall where
the D1 curve cliffs; the funnel event on each button catches it pre-launch.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewNot runA model review is scheduled for the next rescan.
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/rbx-genre-tycoon/SKILL.md
Popularity
- 7-day trend score
- 5
Not refreshed yet.
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