blushneybusiness-glitch/roblox-omniskills/rbx-genre-tycoon

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.

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-tycoon

SKILL.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

  1. rbx-wf-newgame shell: one plot greyboxed with the full button chain stubbed

(rbx-build-greybox); claim pad + owner billboard first — ownership is the hook.

  1. 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).

  1. 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).

  1. Data: cash, owned buildings, rebirths (rbx-data-schema, rbx-data-profilestore);

restore rebuilds the plot on rejoin — test this before adding tier 2.

  1. Tiers 2–4 buildings (rbx-build-props for dropper/machine models — silhouettes must

change per tier, not just colors).

  1. Rebirth (rbx-economy-rebirth): stop dropper threads, clear plot, apply multiplier —

thread leaks here are the genre's classic memory bug (rbx-perf-memory).

  1. Shop + monetization map (rbx-ui-shop, rbx-mtx-receipts).
  2. Analytics on button/tier/rebirth timing (rbx-analytics-events) — the funnel tells you

exactly which button stalls players — then the publish gauntlet.

Monetization map

ProductTypePrice anchorWhy it converts
2x Cashgamepass299–499 R$The banker; every button becomes half price in time
Auto-Collectgamepass249–399 R$Sells after ~50 manual collections — the pain is the pitch
Extra plot sectiongamepass349–599 R$More visible geometry = more status
VIP (badge + aura + name color)gamepass149–249 R$Pure status on a genre built for neighbors watching
Cash packs ×4 tiersdev product49 → 1999 R$Sized to sit just under tier-entry buttons
Skip buttondev product≈ button cost/8 in R$Impulse at the pad itself, shown only on 5+ min buttons
Instant rebirthdev product149–249 R$Session-3+ buyers who know the multiplier's worth
Tip itemdev product2 R$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.)

  1. Monetizable — yes: 2x cash + auto-collect + cash packs day one; skip-button at walls.
  2. Easy to understand — the genre's superpower: stand on pad, thing appears. Zero reading.
  3. 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).

  1. SFX-friendly — very: drop clink, collector ring, purchase thunk, tier fanfare.
  2. Easy to create — the spine is days; the building models are the real cost. 40+ distinct

buildings is the actual estimate driver.

  1. 2-Robux item — the tip item, or a single golden-drop trigger.
  2. 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.

  1. Audience — under-13 core; theme decides skew. U13 rails on all prompts (rbx-psych-u13).
  2. Saturation — high but theme-forgiving: a strong theme ("prison", "brainrot factory") IS

the differentiation; the spine barely changes (rbx-marketing-thumbnails first).

  1. Trend-based — theme-skinning a trend onto the spine is proven (rbx-genre-trend).
  2. Launch spend — moderate; tycoons get more organic discovery than simulators but ads

still decide week one.

  1. 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

Popularity

7-day trend score
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