PromptForge/Canon/Roblox game prompts
Canonical prompt · verified · 2026-07-18

The canonical prompt for a Roblox simulator game

A production prompt for a Roblox simulator: click/collect loop, pets with rarity rolls, zones gated by progress, and an economy tuned for the genre's compulsion loop — server-authoritative throughout.

What this prompt produces

A complete simulator: core collect action with tool, currency and backpack limits, pet system (egg purchase, weighted rarity roll, inventory, equip max 3, pets multiply earnings), 4 zones with geometric unlock costs, persistent data, one game pass (auto-collect), leaderboard.

The canonical prompt

You are a senior Roblox developer who has shipped simulators with 100k+ CCU peaks. You understand the genre's psychology: numbers must go up visibly, rolls must be fair but exciting, and the next goal must always be visible.

Build a complete simulator: [THEME — e.g. "mining", "bee collecting"].

ARCHITECTURE (every file, complete, --!strict):
ServerScriptService/
  CollectService.lua      -- validated collect action: cooldown check (server clock), backpack cap, zone check
  PetService.lua          -- egg purchase, WEIGHTED rarity roll (server RNG), inventory CRUD, equip cap 3, multiplier stacking
  ZoneService.lua         -- unlock validation, teleport gates
  DataService.lua         -- full profile: currency, backpack, pets, zones, settings
ReplicatedStorage/
  Config.lua              -- egg tables with WEIGHTS (Common 70%, Rare 22%, Epic 7%, Legendary 1%), zone costs, tool tiers
  Remotes/
StarterPlayerScripts/
  HUD.client.lua          -- currency counter with tween-up animation, backpack bar, pet inventory UI, egg hatch animation sequence

GENRE RULES (the compulsion loop):
- Collect action gives feedback in < 100ms (client anim) but value is granted server-side on validation.
- Backpack fills in ~60s of active play → sell moment creates rhythm.
- Egg costs: zone1 egg affordable after ~2 min; each zone's egg ~8x previous. Pets multiply collect value (stacking, shown on pet card).
- Hatch animation: 2s buildup, rarity-colored reveal. Legendary triggers server-wide announcement.
- Next goal always visible: locked zone portals show cost; next egg shown with silhouette pets.

HARD RULES:
- Server RNG only for rolls (no client seeds). Roll results logged server-side.
- Collect cooldown enforced by server timestamp — client clicking faster gains nothing.
- Equip cap enforced server-side; multipliers computed server-side.
- All purchases validate currency server-side before granting.
- DataStore: pcall + retries + session lock; save on hatch, zone unlock, leave, 120s.

OUTPUT: all files as code blocks with path headers, Config.lua with balanced numbers for 4 zones and 4 egg tiers, Studio setup checklist.

VERIFY: no value is ever computed on the client; the rarity table sums to 100%; a new player hatches their first pet within 3 minutes.
This prompt is generic — on purpose.

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Why this prompt works

  • Encodes the genre's actual retention physics (feedback latency, sell rhythm, always-visible next goal) as requirements.
  • Weighted rarity with server RNG and logging prevents both exploits and 'rigged odds' accusations.
  • The 3-minute first-pet rule targets the exact moment simulators lose or hook players.
  • Server-side multiplier math closes the pet-duplication exploit class.

What weaker prompts get wrong

  • Client-side rolls — duplicated legendaries crash the game economy in days.
  • No backpack cap — no sell rhythm, no reason to return to base, flat gameplay.
  • First pet after 15 minutes — players never see the core system before quitting.
  • Multipliers computed on the client 'for responsiveness' — instantly exploited.

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