Drop in a long gameplay recording. The model watches it frame by frame and hands back a structured teardown — every mechanic, the loops that drive retention, and an exhaustive incentive timeline showing exactly how long it took the player to earn each reward.
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Your video is never stored — only the analysis.
Upload a long gameplay capture — a full session, an obby run, a tycoon grind. Up to 2 GB.
Gemini ingests the footage frame by frame, reading HUD text, counters, prompts, and pacing.
Mechanics, loops, the full incentive timeline with time-to-earn, pacing, and a Roblox-design verdict.
This is the actual output for a ~22-minute tycoon session — the same view you get on every analysis. Skim the incentive timeline; that's the part competitors can't see.
A ~22-minute first session of a Roblox tycoon-simulator. The player claims a plot, buys droppers that spit slime onto a conveyor, sells for cash, and reinvests into faster droppers and a second floor. Two rebirth prompts and a limited-time pet egg appear before the session ends.
Purchased droppers emit slime blobs onto a conveyor that carries them to a collector, converting them to cash. Buying more/better droppers raises cash-per-second.
Intent: Establish a legible idle-income curve the player can feel growing, so every purchase visibly speeds the loop.
Droppers come in named tiers (Basic → Bronze → Neon) at escalating prices, each with a higher payout and a flashier blob color.
Intent: Give the player a ladder of always-just-affordable next purchases to anchor the buy → earn → buy loop.
At a cash threshold the player can rebirth: wipe the plot for a permanent multiplier and a rebirth-currency token.
Intent: Convert a maxed-out plot into a reason to start over, extending the loop past the first ceiling.
A countdown banner offers a hatchable egg whose pets give an income boost; the best eggs cost Robux.
Intent: Introduce a spend/FOMO hook once the player is invested, layered on top of the free loop.
Floating arrows and a checklist walk the player through claiming a plot, buying the first dropper, and making the first sale.
Intent: Get a brand-new player to the first cash payout within the first minute — the 30-second hook.
Keeps them looping: The next upgrade is always just seconds of income away, so stopping feels like leaving money on the conveyor.
Keeps them looping: Each rebirth makes the early grind visibly faster, dangling a "this run will go further" promise that pulls the player back.
| Reward | Type | Shown | Earned | Time to earn | Effort |
|---|---|---|---|---|---|
Claim your plot | tutorial-completion | 00:12 | 00:20 | 8s | trivial |
First dropper purchased Player hesitated finding the buy pad | item-unlock | 00:30 | 00:52 | 22s | trivial |
First $100 (onboarding checklist done) | currency-threshold | 00:30 | 02:05 | 1m 35s | light |
Bronze dropper unlock | item-unlock | 03:10 | 05:40 | 2m 30s | light |
Second floor unlock Income plateaued; player idled waiting to afford it | zone-unlock | 06:00 | 09:30 | 3m 30s | moderate |
Neon dropper unlock | item-unlock | 09:35 | 13:50 | 4m 15s | moderate |
First rebirth available Player read the tooltip but chose not to reset yet | rank-up | 14:22 | — | not earned | heavy |
Daily reward chest | currency-threshold | 15:10 | 15:18 | 8s | trivial |
Limited-time pet egg (free) | cosmetic | 18:05 | 18:40 | 35s | light |
Robux "Mythic" egg offer Hard-gated behind Robux; not earnable in-session | other | 18:05 | — | not earned | grindy |
Front-loaded: the first payout lands inside 60 seconds and rewards come fast for the first ~6 minutes, then space out as each dropper tier costs disproportionately more. The second-floor unlock creates the session’s first real lull (~3.5 min of waiting). Rebirth and the timed egg arrive right as the core loop starts to flatten — a deliberate re-engagement spike.
On Roblox, first-session retention lives or dies in the first 30–60 seconds; the auto-completing checklist and instant cash floaters nail the hook before the player can bounce.
Each always-just-affordable tier keeps the buy→earn→buy loop tight, which is exactly the session-length driver the discovery algorithm rewards.
The Robux egg is additive, not a wall — players who never spend still have a full game, which protects rating/CTR while leaving a clear premium upsell.
A long idle wait with nothing to do is where early sessions drop on Roblox; an interim purchase or a tap-to-collect side action would bridge it.
The retention loop only pays off across sessions, yet the footage shows no preview of how much faster a rebirth run would be — a missed re-engagement nudge.
A purely paid top tier with no grindable alternative can read as pay-to-win to the platform’s younger core audience and dent the experience’s rating.
15 credits to teardown a couple of short recordings and see the full output.
Flash model · up to 15-minute recordings
250 credits a month — roughly four hours of the sharpest Pro analysis.
Pro model · full-length recordings · private library
1,000 credits a month for a team studying the charts every week.
Everything in Indie · priority queue · top-ups anytime
Credits meter each analysis by length and model — cheaper, shorter runs cost a fraction of a credit.
No. The recording is forwarded to the model, analyzed, and discarded — only the structured analysis and a few small still frames are kept.
Up to about an hour at the default resolution (2 GB upload cap). Encode long sessions at 720p to fit more in.
Any gameplay footage, but the design verdict is tuned for Roblox — retention hooks, the discovery algorithm, game-pass/dev-product monetization, and the platform’s younger core audience.
It reports only what is visible on screen — timestamps, counters, prompts. The Pro model reads subtle HUD cues and subtext; Flash is faster and fine for obvious mechanics.
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