Super hero brawler created entirely with Threejs. 33 heroes, 400 combat moves, 5 maps. Consumed all weekly usage on x20 plan.
You can play it here: https://bug.games/games/inkstrike
Pixel-noir thriller about a radio host who receives his own death call from the future
https://bug.games/games/dead-air
The art brief: midnight-blue streets, sodium-orange lamps and bright red ON AIR signs. Cramped interiors full of ageing equipment, coffee rings and small signs of someone working through the night. Expressive pixel characters, scenes framed like tense film shots, and restrained animation interrupted by sudden movement.
I wanted the lighting and composition to create tension before anything happened.
The gameplay brief: inspect scenes, question people and connect evidence. Short rewinds let you use what you learned from a failed attempt. Radio interference carries clues as well as atmosphere.
Insanely satisfying game, and I can't believe how Claude is great with videos
Create BLOOM EATER: a tiny living seed fighting through a vast, predatory orbital greenhouse.
Loop: dodge, auto-fire, collect nutrients and choose mutations that visibly transform your body and combine into surprising attacks.
Art: scientific botanical engraving meets psychedelic album covers—ink-black space, ivory stems, coral pollen and acid-green sap, with tactile sound and magnificent flowering bosses.
Ship a complete browser game; take creative risks, keep combat readable, and make every run ask: “What could I become next?”
Play it here: https://bug.games/games/bloom-eater
Made this UI with AI pls hate me?
I saw a bunch of people hating on devs making UI with AI, and I understand the reason why, cause it looks generic, so I decided to share this one. But honestly, I think people have to embrace it, soon everything will be made with AI you want it or not. So give me some hate if you want. This UI is made with AI and love <3
i bought a roblox game i never played for $600. 48 hours later D1 doubled and CCU hit 1,500
bought a brainrot fishing game for $600. never played it. the seller gave me access to their analytics and that was enough
i uploaded the analytics to claude and asked what's wrong with this game based on what the roblox algorithm cares about. retention, payer conversion, session time, co-play. most of it was broken
42K daily players making $21/day. 93% still playing at 30 seconds so the hook works. but D7 was 0.89%, payer conversion was 0.09%, and there was zero monetization anywhere. players had no reason to come back and no reason to spend
first thing i did was set up funnels. found that 32% of players left in the first 10 seconds because the fishing rod didn't auto-equip. fixed it, CCU jumped 33% overnight
then we just went through and added what was missing. better onboarding, cleaner UX, new lighting, VFX so that clicks actually feel like something, starter packs, offline earnings banners, daily rewards, crash fix for cheap androids. basically looked at the top game in the same genre and did what they do
48 hours later. D1 from ~9% to 19%. CCU doubled to 1,500
if you have a live game try this. throw your analytics into claude, ask what's not working for the algorithm, set up funnels, and fix the biggest drop first. you might be surprised what you find
i bought a roblox game i never played for $600. 48 hours later D1 doubled and CCU hit 1,500
bought a brainrot fishing game for $600. never played it. the seller gave me access to their analytics and that was enough
i uploaded the analytics to claude and asked what's wrong with this game based on what the roblox algorithm cares about. retention, payer conversion, session time, co-play. most of it was broken
the game had 42K daily players and made $21/day. 93% still playing at 30 seconds so the hook works. but D7 was 0.89%, payer conversion was 0.09%, and there was zero monetization anywhere. players had no reason to come back and no reason to spend
first thing i did was set up funnels. found that 32% of players left in the first 10 seconds because the fishing rod didn't auto-equip. fixed it, CCU jumped 33% overnight
then we just went through and added what was missing. better onboarding, cleaner UX, new lighting, VFX so that clicks actually feel like something, starter packs, offline earnings banners, daily rewards, crash fix for cheap androids. basically looked at the top game in the same genre and did what they do
48 hours later. D1 from ~9% to 19%. CCU doubled to 1,500
i didn't need to play the game to know what was wrong. the data told me everything
if you have a live game try this. throw your analytics into claude, ask what's not working for the algorithm, set up funnels, and fix the biggest drop first. you might be surprised what you find
ask away
see how a 12 person team builds a roblox game in 5 days. spoiler: we shut it down
sorry for the accent. he's still learning english. but he's trying, like we all are...
feel free to ask me about any of the operational or production stuff
i bought a roblox game i never played for $600. 48 hours later D1 doubled and CCU hit 1,500
bought a brainrot fishing game for $600. never played it. the seller gave me access to their analytics and that was enough
i uploaded the analytics to claude and asked what's wrong with this game based on what the roblox algorithm cares about. retention, payer conversion, session time, co-play. most of it was broken
the game had 42K daily players and made $21/day. 93% still playing at 30 seconds so the hook works. but D7 was 0.89%, payer conversion was 0.09%, and there was zero monetization anywhere. players had no reason to come back and no reason to spend
first thing i did was set up funnels. found that 32% of players left in the first 10 seconds because the fishing rod didn't auto-equip. fixed it, CCU jumped 33% overnight
then we just went through and added what was missing. better onboarding, cleaner UX, new lighting, VFX so that clicks actually feel like something, starter packs, offline earnings banners, daily rewards, crash fix for cheap androids. basically looked at the top game in the same genre and did what they do
48 hours later. D1 from ~9% to 19%. CCU doubled to 1,500
i didn't need to play the game to know what was wrong. the data told me everything
if you have a live game try this. throw your analytics into claude, ask what's not working for the algorithm, set up funnels, and fix the biggest drop first. you might be surprised what you find
ask away
my friend is a music producer who's worked with Gucci and Samsung. i challenged him to make a track for our roblox fishing brainrot game in 5 minutes. here's what he came up with
we bought a brainrot fishing game last week. been fixing it up with our team and decided to go all out on the music and sound effects
my friend sent me this. honestly i'm not sure if it fits the game, i think it's too bouncy. what do you think?
i posted about losing 32% of players in 30 seconds because of one missing button. found it through funnels. multiple devs in the comments said they'd never even heard of funnels before
that blew my mind
so i'm genuinely curious. if you have a live game right now:
do you have funnels or custom events tracking what players do step by step?
do you know where exactly players drop off in their first 5 minutes?
do you know which step in your game loses the most people?
half the devs who DMed me after my last posts had games making real money with zero tracking
if the answer is no drop your game in the comments and i'll tell you exactly what events to set up based on your first 5 minutes
if you already have funnels running, share what you found
we lost 32% of players in the first 30 seconds because of one missing button. funnels could save your roblox game
UPD: auto equip cut the churn in half 😃
if you have a live game and you're not using funnels you're flying blind
i bought a game with 42K daily players. looked great on the surface. set up funnels and immediately found what's in the screenshot. 32% of players gone before they even start playing because the game doesn't auto-equip the fishing rod. once they figure it out 96.6% start fishing. 12,000+ players a day lost to one missing feature
you would never find this in default roblox analytics. it just says "players left"
a funnel is just a list of steps you expect a player to take. join > equip > fish > catch > sell. you log each step with AnalyticsService (built into roblox), then check the drop between them. wherever the biggest drop is, that's your problem
any drop bigger than 20% between steps is worth investigating. check your first 60 seconds first, that's where most games bleed
some of you saw my last post about buying a game with 42K daily players making $21/day. a lot of you guessed the price. it was $600
here's what we found once we got inside the code and what we're pushing in the next 48 hours
the goal: move payer conversion from 0.20% to 0.60%
first thing we did was find the nearest successful example in the same genre and study what they do differently. sometimes the fastest way to fix a game is to just do what's already working for someone else. once you have that base you can start being creative
5% of players on low-end android are crashing. the way brainrot models were stored was killing performance. that's potentially thousands of players lost before they even hit minute 5
the game has almost zero conversion points. no starter packs shown to new players. no banners explaining that brainrots earn passive income. players literally don't know there's a reason to spend
every interaction feels flat. you tap, something happens, no feedback. no juice
so here's what's going in: starter packs visible on first session. banners showing passive earnings. top brainrot models placed prominently which you can buy for robux. new custom fishing animations, VFX on every button press. daily rewards system to start moving D7 from 0.89%. performance fix for the android crashes. all brainrot models inventoried and given proper VFX with display pedestals
we have a full team on this, animator, VFX artist, environment artists, modelers, all pushing into one $600 game to see how fast we can move the needle
will post results with actual numbers soon
posted a while back about spending 6 months and $50k+ on a game that got rejected from a platform incubator. the response was way bigger than i expected and a lot of you asked to see what we actually built
we put together a video capturing the game itself the whole thing
fair warning, it's a bit dramatic for reddit taste. and the guy narrating is barely speaking english but he's trying... like we all are
thanks for all the support on the last post. it genuinely meant a lot
spent 6 months and $50k+ trying to build something that doesn't really exist in game industry. a life sim where NPCs remember you, have their own daily routines, and change behavior based on your relationship with them. autonomous characters, AI quest pipeline, farming, housing, skins, storytelling, day/night cycle... all interlocking
on the call with four roblox employees they told us the environment was outstanding and the AI integrations were impressive. then we got the rejection email: the genre isn't what they're pursuing
same week, two other senior people we trust told us the same thing independently. we killed the project
what we took away
- genre matters more than execution. we executed the wrong genre beautifully
- if you can't explain your game in one sentence it's too complex
- spending 6 months on your first game is a terrible way to find out what works. iterate fast, kill fast, try again
- one of our investors made 30 games before his first hit. the lesson isn't "work harder on one thing," it's "ship more things"
the project is dead but building something this ambitious is how we ended up with a team of 15, serious investors, and 2000+ production assets that carry over to everything we build next
now we're shipping games in 2 week cycles. build it, measure retention, kill or scale. first one took as a week and is already live, second in production
we know our situation is different from most devs on here, not everyone has a 15 person team or investors. but a lot of the mistakes we made apply at any scale
happy to share anything: fundraising, hiring, production process, the incubator, whatever
some of you saw my posts about killing a 6 month project after the roblox incubator rejected us. since then i've been going deep on retention and what actually makes games work on roblox
yesterday i bought a live game. simulator in the brainrot genre. the data is fascinating
https://www.roblox.com/games/137372183607049/Fish-A-Brainrot
what's working
93.4% of players still in the game at 30 seconds. that's exceptional. 85.8% at 1 minute. the onboarding is clear, players get it immediately. algorithm is actively pushing it, DAU went from 26K to 62K in 28 days. 84% approval rating
what's broken
D7 retention is 0.89%. one in 112 players comes back after a week. the game survives entirely on the algorithm feeding it new players
biggest red flag: home recommendations are 30% of all users and the largest growth channel. those users generate 0.00 robux per player. zero. the algorithm is sending thousands of players who never spend anything
payer conversion is 0.20%. only 1 in 500 players buys anything. but the ones who do spend 143 robux on average which is decent. the game doesn't give people a reason to open their wallet, not that they're unwilling
$21/day on 42K daily players. $643/month
where players drop off
the bleed is between minute 5 and minute 15. by minute 10 you've lost 65%. by minute 15 almost 80%. the hook works but there's nothing pulling them into a second session
what i'm fixing first
daily rewards and a battle pass to give players a reason to come back tomorrow. then redesigning monetization triggers because there are almost no conversion points in the game. if i move payer conversion from 0.20% to 0.50% without changing anything else, revenue goes from $21/day to $114/day
i'm also setting up proper funnels to figure out exactly where and why players drop off between minute 5 and minute 15. the default roblox analytics tell you that people leave but not why
will share results
since my last posts a lot of devs have been sharing their live games with me in DMs. the most surprising thing was that games with actual revenue have no funnels set up and have been running like that for months. figuring out exactly why users drop off is the key to maximising how the roblox algorithm treats your game
we've been chatting with a lot of devs on here lately. everyone has different problems but almost everyone is struggling with at least one thing that's keeping their game from the next level. art, systems, retention, distribution. usually they know something is wrong but can't pinpoint where players drop off or what to fix first
if that's you, keep reading
some of you followed our last two posts. we killed a 6 month project after the roblox incubator rejected us, then shipped a new game in 5 days. the old project left behind a massive library of production-quality assets and systems we're not using anymore
we want to package it and give it to the community
VFX - 16 parameterized systems fog, volumetric particles, lighting shifts, transformation effects, aura trails, screen flashes, beacons, ground fog, glow, weather. change a few parameters and you get a completely different effect. our VFX artist used these to ship 14 unique effects in 2 days on our new game
animations - 57+ walk cycles, idles, eating, running, interactions, emotes. rigging pipeline on AdvancedSkeleton + mixamo that turns a week of rigging into a day. multiple character types, all roblox-ready
characters - designed + a pipeline to make your own dozens of fully designed characters, modeled in blender, optimized for roblox mobile. we're also building a pipeline where an AI agent generates textures and maps them directly onto roblox R15 templates. concept to playable character in minutes instead of days. still experimental but early results are promising
environment - 1000+ props houses, shops, market stalls, fences, benches, lampposts, vegetation, barns, water features, bridges. 7 fully built zones. all optimized for cheap phones. drop these into your game and it stops looking like a roblox game
game systems
- NPC memory - characters remember your interactions and change how they behave over time
- dialogue system - branching conversations with multiple outcomes
- trust/relationship system - unlocks new NPC behavior as the relationship grows
- NPC daily routines - characters follow real schedules tied to day/night cycle
- NPC AI - patrol routes, preferences, idle behaviors
- real-time farming - planting, watering, growth cycles, harvesting. crops actually grow in real time
- 12 quest templates - constructor-based, new quest = new row in a table, not new code
- 5 universal interactions - use, pick up, give, join, deliver
UI pipeline design in react or with claude, then transfer directly to roblox studio. skip the manual rebuild
growth tools
this is the part most devs don't have and it's the part that matters most on roblox
- promo code attribution - tie codes to creator names, track exactly which creators drive real installs
- tunable parameters - expose your balance knobs so you can adjust live without redeploying. speeds, cooldowns, spawn rates, timers. then see how each change affects retention
- funnel tracking - granular analytics that show exactly where players drop off and what they experienced right before they left
these work together. you tune a parameter, you see how it moves the funnel, you learn what the roblox algorithm actually rewards. most devs are guessing. this lets you stop guessing
before we package all of this we want to understand who would actually use it and how
as a solo dev or small team, what slows you down the most? what's the gap between where your game is now and where you want it to be?
if you have a retention problem you can't figure out, dm us your analytics and a link to your game. we did this in our first post and it worked
some of you saw our last post about killing our 6 month project after the roblox incubator rejected us. this is what we did the week after
8 people, 5 working days. social deduction game, 1 hunter vs 4 players disguised as identical sheep among 30-40 AI sheep. hunter swings a hammer, wrong catch drains madness, sanity hits zero and surviving sheep transform into demons.
day 1 - round framework, role assignment, placeholder attacks, full custom sheep rig from scratch, barn and map started. by end of day you could spawn in and swing at things
day 2 - AI sheep behavior, hunger system, madness system, demon flip, all mobile buttons with cooldowns, spectator mode, lobby environment. by end of day the loop works
day 3 - 7 VFX effects, demon sheep model, barn ending, loading screen, hunter rig, sheep animations, environment finished. next game already being grey-boxed
day 4 - 7 more VFX effects, 14 total in 2 days. hunter bonk animation, scoreboard, sound effects. whole team playtests. sheep blend so well you genuinely can't tell AI from players. but sprint + fart makes sheep uncatchable, one swing catches 3 at once, demons kill each other instead of the hunter. working on the balance
day 5 - bug fixes, analytics wired, tutorial signs, all animations done. game goes live with the demon in t-pose because the rig isn't done. proper demon ships monday
none of this was from zero. the 6 months on the old project gave us reusable systems and pipelines. the killed project wasn't wasted, it was training
looking for playtesters, really need some detailed feedback on the gameplay pls.
spent 6 months and $50k+ trying to build something that doesn't really exist in game industry. a life sim where NPCs remember you, have their own daily routines, and change behavior based on your relationship with them. autonomous characters, AI quest pipeline, farming, housing, skins, storytelling, day/night cycle... all interlocking
on the call with four roblox employees they told us the environment was outstanding and the AI integrations were impressive. then we got the rejection email: the genre isn't what they're pursuing
same week, two other senior people we trust told us the same thing independently. we killed the project
what we took away
- genre matters more than execution. we executed the wrong genre beautifully
- if you can't explain your game in one sentence it's too complex
- spending 6 months on your first game is a terrible way to find out what works. iterate fast, kill fast, try again
- one of our investors made 30 games before his first hit. the lesson isn't "work harder on one thing," it's "ship more things"
the project is dead but building something this ambitious is how we ended up with a team of 15, serious investors, and 2000+ production assets that carry over to everything we build next
now we're shipping games in 2 week cycles. build it, measure retention, kill or scale. first one took as a week and is already live, second in production
we know our situation is different from most devs on here, not everyone has a 15 person team or investors. but a lot of the mistakes we made apply at any scale
happy to share anything: fundraising, hiring, production process, the incubator, whatever
UPD: discussing in next post to open sourcing everything we built