Don't Drop the Plushie!
A Roblox collecting game set in a giant bedroom at night. You grab gift pouches, carry them home past rivals and a wind-up dinosaur, and unwrap plushies.
- Status
- Live
- When
- Sep to Oct 2026
- Role
- Designer and director, AI-assisted implementation
- Team
- Solo, with friends as playtesters
- Made with
- Roblox Studio, Luau
What it is
You are the size of a toy in a kid’s bedroom at night, and gift pouches fall from the sky. You grab one and carry it home while other players bonk you and try to steal it. There is also a giant wind-up dinosaur patrolling the room. When you unwrap a pouch you get a plushie, and plushies raise how many coins you earn.
It went public on 2 October 2026. I stopped actively updating it about a week later to start on the next game.
My part
I am the designer and director. I set the pitch, the core loop, the art direction and the tuning, and I approve every model before it goes in. AI tools write the Luau code and make the concept art and models.
What I learned
- The first minute matters the most. If a new player cannot tell what the goal is, they will not see anything else.
- The ad and the store page have to promise the same game.
- I changed things faster than I measured them. Most of the entries below have no recorded result, so for the next game I set up the measuring earlier.
What I saw, what I changed
These go from the first to the latest. For each one, what I saw and what I did about it.
The game was ready enough for me to learn from real players.
I launched it publicly with a small ad test, and planned to judge the next day from what I saw
Players asked what to do with their coins, how to get XP, and what you even do in this game. Nobody found the upgrade station.
I shortened the tutorial into four small stages, and added an in-game guide and clearer station names
Most of the players who left were leaving during the tutorial.
I changed the first loop. Pouches now rain from the sky, so the first goal is obvious
The ad was getting clicks at about 1.1 to 1.3 percent, but only about one click in four turned into a visit.
I decided the store page was the problem. New thumbnail, icon and description that show the chase
After I did not measure whether this changed the numbers.
A tester found out you could stay protected inside your base forever.
I added a 60 second away allowance that recharges at home
I had 41 pieces of feedback from players, testers and my own notes.
I tracked every item, reworked the economy so plushies multiply coins, and put off what could wait
Players were leaving after 5 to 10 minutes, or after the second area.
Shorter first goal, small gifts for time played, and dashboard funnels so I can measure drop-off