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.
Copy it freely. If you want a version tailored to YOUR project (name, industry, features, style), generate one in 20 seconds:
Forge it for my project →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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