I have ten Roblox games live, and there isn't ten games' worth of code behind them. There's one engine and ten small config files.
The engine has three parts. The core part is everything every game needs. It saves progress to Roblox's DataStore and runs the daily quests, the daily reward and a free gift every ten minutes. Redeemable codes, gamepasses, the global leaderboard and the music live there too. So does a UI kit that rescales itself for phones and for PCs. The simulator part handles nine of the games: you collect, fill the backpack, sell, buy upgrades and move through five zones, hatch eggs from a pool of 28 pets, then rebirth and start again with a bonus. The obby part handles the tenth, with 60 levels across six worlds. Checkpoints keep the progress, and a shop sells faster running, higher jumps and trails.
Each game folder holds a Config.lua with its theme, the zones, the pet list and the prices, a Rojo project file and the compiled place file. That's why Minator Simulator and Blossom Garden feel different on screen while running the same logic underneath.
The part I like most is what happens when I find a bug. I fix it once in the engine, rebuild ten places with Rojo, and all ten are fixed. In early October that was the save logic: a purchase is now confirmed only after the save has gone through, so a player can't pay and lose the item if the save fails. One change, ten games.
There's also a small script that simulates each game's economy before I publish, mostly to check how long it takes to unlock each zone so progression doesn't feel like a wall.
As of October 7th all ten are published on Roblox with a 16+ rating. The text, images and daily short videos around them come from the local models on my PC, so none of that adds a running cost.
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