The Monetization Audit workflow maps every revenue stream in your game, evaluates each for technical correctness and conversion potential, surfaces genre-appropriate monetization you may be missing, and flags any patterns that could damage player trust or violate Roblox policies. It covers nine steps from current-state inventory through an ethical review and a final recommendations report ordered by impact-to-effort ratio. Use this workflow on an existing game to improve revenue, or after the New Game workflow to add monetization to a freshly built project. Trigger: “Audit my monetization”, “improve my revenue”, “add monetization to my game”, “review my game passes”.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/brockmartin/roblox-game-skill/llms.txt
Use this file to discover all available pages before exploring further.
Current State Scan
Claude maps all existing monetization before making any recommendations.
- Full Mode
- Standard Mode
- Offline Mode
Uses
get_project_structure to locate all scripts, then grep_scripts to search for: MarketplaceService, PromptGamePassPurchase, PromptProductPurchase, UserOwnsGamePassAsync, ProcessReceipt, PromptPremiumPurchase, PlayerMembershipChanged, and PolicyService.The output is a complete monetization inventory: every GamePass (name, ID, price, what it grants), every DevProduct (name, ID, price, benefit, repeat-purchase behavior), Premium integration status, and any ad placements.GamePass Review
Claude evaluates each GamePass for value clarity, pricing, and discoverability.Value clarity check — for each GamePass:
Discoverability check:
- Is the benefit immediately obvious from the name and description?
- Does the player know exactly what they get before purchasing?
- Is the benefit meaningful enough to justify the price?
- Is this a lasting permanent benefit (not a one-time consumable dressed as a permanent pass)?
| Price Range | Category | Guidance |
|---|---|---|
| Under 50 R$ | Impulse buy | Good for small conveniences |
| 50–200 R$ | Standard | Should provide clear, ongoing value |
| 200–1000 R$ | Premium | Must provide significant, game-changing benefit |
| Over 1000 R$ | Whale | Only justified for truly transformative features (VIP access, major perks) |
- Are GamePasses surfaced in-game at the right moment, not just buried in the game page store?
- Does the player experience the lack of the benefit before being prompted? (Show the value gap before asking for money.)
- Is there an in-game shop UI, or are players expected to find passes on the Roblox game page?
- Overpowered passes — A single pass that trivializes the core loop, killing long-term engagement
- Underpowered passes — Passes offering so little value no one buys them
- Duplicate value — Multiple passes with overlapping benefits confusing the buyer
- Missing passes — Obvious gaps (e.g., a simulator with no auto-collect pass)
DevProduct Review
Claude evaluates Developer Products (consumables) for compelling repeat-purchase design and technical correctness.Compelling design check:Common
- Does the product solve a real player need (not an artificial gate)?
- Is the benefit immediate and satisfying?
- Does buying feel rewarding, not punishing (avoid “pay to remove annoyance” patterns)?
- Are products priced to encourage multiple purchases per session?
- Is there a quantity tier system (e.g., 100 coins for 50 R, 1,000 coins for 350 R$)?
- Do larger bundles offer meaningful discounts?
ProcessReceipt correctness — This is the most critical technical check for DevProducts:ProcessReceipt mistakes Claude catches:- Returning
PurchaseGrantedbefore saving to DataStore — data loss on server crash - Not handling the case where the player left before receipt processing
- Not handling unknown
ProductIdvalues - Multiple
ProcessReceiptassignments in different scripts (only the last one active wins)
Missing Opportunities
Claude suggests genre-appropriate monetization the game is not currently using.
- Simulator
- Tycoon
- Obby / Adventure
- RPG / Combat
- Horror
- Battle Royale
- All Genres
- Auto-collect / auto-farm pass
- 2× multiplier passes (coins, XP, damage)
- Extra inventory/storage slots
- Exclusive areas or zones
- Pet/companion eggs (repeatable DevProduct)
- Lucky/rare boost (temporary DevProduct)
- Instant rebirth (DevProduct)
Pricing Analysis
Claude compares current pricing to Roblox platform norms and genre competition.
Analysis steps:
| Category | Typical Range | Notes |
|---|---|---|
| Utility GamePass (2× coins, auto-collect) | 49–199 R$ | Most common range |
| VIP GamePass | 99–499 R$ | Depends heavily on benefits |
| Cosmetic GamePass | 25–149 R$ | Lower perceived value than utility |
| Currency bundle (small) | 25–49 R$ | Impulse buy trigger |
| Currency bundle (medium) | 99–199 R$ | Best value ratio |
| Currency bundle (large) | 399–999 R$ | Whale pricing |
| Skip/boost (DevProduct) | 5–25 R$ | Micro-transaction range |
- List each product with its current price
- Compare to genre competitors (top games in the same genre)
- Flag products priced significantly above or below market norms
- Evaluate if the price-to-value ratio encourages or discourages purchase
- Recommend price adjustments with reasoning
Premium Integration Check
Claude evaluates Roblox Premium membership integration.
- Premium detection — Game checks
player.MembershipType == Enum.MembershipType.Premiumcorrectly - Premium benefits — Premium players receive meaningful but not game-breaking perks (e.g., 10–20% bonus currency, exclusive cosmetics, daily bonus)
- Premium prompt —
MarketplaceService:PromptPremiumPurchase()is offered at an appropriate moment — not on join, not during critical gameplay - Premium payouts — The game earns Premium Payouts based on Premium player engagement time (more Premium play time = more passive revenue)
- Membership change handling —
Players.PlayerMembershipChangedis connected to update benefits if a player subscribes mid-session
Ad Integration Evaluation
Claude evaluates whether advertising fits the game and complies with Roblox policies.Immersive Ads (Roblox native) — In-game ad placements (billboards, portals) that do not disrupt gameplay. Revenue is passive, based on impressions. Claude checks whether the game has natural ad placement locations (lobby walls, loading areas, spectator areas).Rewarded Video Ads — Players opt in to watch an ad in exchange for in-game rewards. Must comply with Roblox policies: Ad guidelines:
PolicyService:GetPolicyInfoForPlayerAsync() must be called to check eligibility by region before showing ads.- Ads must never be mandatory or block gameplay
- Ad rewards must not undermine paid monetization (a free ad reward must not equal a purchased DevProduct)
- Test ad frequency — too many ads drive players away faster than they generate revenue
Ethical Review
Claude flags predatory or player-hostile monetization patterns.
- Pay-to-win — Can paying players gain unfair competitive advantages over non-paying players in PvP or leaderboard contexts?
- Artificial friction — Are gameplay pain points deliberately created to sell the solution? (e.g., absurdly slow progression without a boost)
- Hidden odds — Are random reward mechanics (loot boxes, egg hatching) transparent about their drop rates?
- Pressure tactics — Are limited-time offers with countdown timers designed to prevent rational decision-making?
- Currency obfuscation — Do multiple layers of virtual currency obscure real-money costs?
- Sunk cost exploitation — Are systems designed to make players feel they must keep spending to justify past spending?
- Incomplete without purchase — Is core gameplay unplayable or unenjoyable without spending money?
- Free players must be able to enjoy the full core game experience
- Paid features should provide convenience, cosmetics, or acceleration — not lock free players out of the core loop
- Random reward odds should be disclosed or easily discoverable
- Purchase prompts must not interrupt critical gameplay moments
- The game should be genuinely fun before asking for money
For implementation details on
MarketplaceService, ProcessReceipt patterns, GamePass ownership checks, and Premium payout optimization, see Monetization Systems.