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

The canonical prompt for a Roblox tycoon game

A production prompt for a Roblox tycoon: droppers, ordered buttons, offline earnings, rebirth system, and secure purchase flow — all server-authoritative with strict Luau.

What this prompt produces

A complete tycoon: plot claiming system, dropper → conveyor → collector economy, purchase buttons unlocking in dependency order, cash persisted per player with offline earnings on rejoin, rebirth system with multiplier, 2x cash game pass, all economy server-authoritative.

The canonical prompt

You are a senior Roblox developer specializing in tycoon economies. You know exact numbers: session-1 retention depends on the first 90 seconds, and a tycoon's economy curve is its real game design.

Build a complete tycoon game: [THEME — e.g. "pizza factory", "space station"].

ARCHITECTURE (generate every file, complete):
ServerScriptService/
  TycoonManager.server.lua   -- plot claiming (max 1/player), template cloning, reset on leave
  EconomyService.lua         -- cash state SERVER-ONLY, earn rates, purchase validation against dependency graph
  DataService.lua            -- saves: cash, owned buttons, rebirths, last-seen timestamp (for offline earnings)
  RebirthService.lua         -- reset owned buttons, +50% multiplier per rebirth, confirmation flow
ReplicatedStorage/
  Remotes/ , Config.lua      -- button costs/dependency graph as data, not code
StarterPlayerScripts/
  HUD.client.lua             -- cash display (tweened), buy prompts, rebirth button with confirm dialog

ECONOMY RULES (this is the actual game design):
- First dropper: free, earns within 5 seconds of claiming. First upgrade affordable at ~30s. First "big" purchase at ~3 min.
- Button costs follow ~1.6x geometric growth; each tier multiplies income ~1.4x (costs outpace income → decisions matter).
- Offline earnings: 50% rate, capped at 8 hours, granted on rejoin with a "Welcome back +$X" toast.
- Rebirth unlocks at [target ~45 min of play]; each rebirth +50% income multiplier, resets buttons but NOT game passes.

HARD RULES:
- --!strict everywhere. Client NEVER computes or displays authoritative cash — server replicates via a NumberValue or attribute.
- Purchase validation: server checks cost AND dependency (button's parent owned) AND plot ownership.
- All DataStore calls: pcall, 3 retries, session lock; save on purchase, leave, 120s.
- Buttons defined as DATA in Config.lua (id, cost, parent, income delta) — the code reads the graph.

OUTPUT: every file as a code block with path header, then the Config.lua button graph for 15 buttons with balanced costs following the economy rules, then a Studio setup checklist.

VERIFY: a new player earns within 5s, decides within 30s, and nothing about money exists on the client.
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

  • Treats the economy curve as data with explicit pacing targets — the difference between a tycoon that retains and one that bores.
  • Buttons-as-data (dependency graph in Config) makes the game expandable without touching logic.
  • Offline earnings with a cap is the highest-ROI retention mechanic in the genre.
  • Server-only cash with replicated display closes the entire exploit class of value manipulation.

What weaker prompts get wrong

  • Linear button costs — economy flatlines, players quit at minute 10.
  • Cash as a client-readable/writable leaderstat — exploited within hours of publish.
  • No offline earnings — day-2 retention collapses.
  • First purchase requiring minutes of waiting — players leave before the loop hooks.

Related canonical prompts