Marble Obby

Lead gameplay and systems scripter for a physics-based Marble Obby, building custom movement, progression, currencies, rewards, monetization, troll mechanics, and multi-world navigation.

End-to-end gameplay and systems scripting for a physics-based, multi-world Marble Obby
Case study
Updated Jul 2026

The Project

Marble Obby is a physics-based Roblox experience where players control a marble through obstacle courses, collect currencies, unlock progression, and interact with a range of social and replayability systems.

I worked as the lead gameplay and systems scripter, building the experience from the ground up. My work covered the custom marble controller, stage progression, currencies, rewards, monetization, player statistics, world navigation, persistent data, and multiplayer troll mechanics.

The goal was not only to create a functional obby. The experience needed enough progression, rewards, and social interaction to give players reasons to continue playing after finishing individual stages.

Gameplay Demo

This video demonstrates the Marble Obby experience and several of the gameplay systems I implemented.

Custom Marble Movement

The movement system was central to the experience. Standard Roblox character controls would not provide the feel needed for a marble game, so I implemented custom physics-based movement designed around rolling, acceleration, momentum, and responsive player input.

The controller had to feel smooth without making the marble difficult to control. It also needed to behave consistently across different obstacle types and multiplayer environments.

  • -Custom physics-based marble movement
  • -Responsive acceleration and directional control
  • -Consistent behavior across stages and obstacle types
  • -Player statistics affecting movement, including size and speed
  • -Controlled physics behavior suitable for multiplayer servers

Progression and Economy

I built the progression and economy systems around Coins and Gems. Players could collect currency throughout levels and use it within wider progression and reward loops.

The project also included rebirth mechanics that reset selected progress in exchange for longer-term benefits. This created a repeatable progression loop beyond simply completing the obby once.

01Complete stages
->
02Collect Coins and Gems
->
03Improve player statistics
->
04Unlock additional content
->
05Rebirth and progress again
  • -Persistent Coin and Gem balances
  • -Coin spawning and collection throughout levels
  • -Rebirth mechanics affecting progression and statistics
  • -Player size and speed statistics
  • -Custom leaderboards displaying relevant progress

Rewards and Player Retention

To improve replayability, I implemented several reward systems that encouraged players to return regularly rather than treating the experience as a one-time obby.

  • -Timed in-game rewards
  • -Daily reward chests
  • -Promo code redemption
  • -Spin-the-Wheel randomized rewards
  • -Persistent reward and claim tracking

Each claim was validated by the server before rewards were applied. This prevented clients from repeatedly claiming rewards or submitting illegitimate reward requests.

Troll and Social Mechanics

Marble Obby included social mechanics that allowed players to create unpredictable moments for the rest of the server. I implemented troll actions such as Nuke, Freeze, and Fling while keeping their execution controlled.

  • -Nuke All
  • -Freeze players
  • -Fling players
  • -Additional server-wide troll effects
  • -Controlled execution to reduce server instability

Physics-heavy actions can create unnecessary server load when they are triggered without limits. These mechanics were structured so the server controlled activation, targeting, and effect cleanup.

Monetization

Monetization was integrated directly into gameplay rather than being treated as a separate menu. I implemented gamepasses and premium functionality that visibly changed the player's marble or unlocked additional utility.

  • -Neon gamepass that gives the marble a glowing appearance
  • -Balloon gamepass that raises the player's marble
  • -VIP functionality and VIP world access
  • -Skip Stage purchasing and progression handling
  • -Server-side ownership checks before premium effects are granted

Worlds and Navigation

The experience supported multiple worlds, including premium and progression-based destinations. I developed the world access logic and teleport handling needed to move players between locations while preserving their data.

01Player selects a world
->
02Server validates access
->
03Progress is saved
->
04TeleportService moves the player
->
05Destination restores player state

The architecture was designed so additional worlds and levels could be introduced without rebuilding the main progression systems.

Technical Ownership

The project required coordination between gameplay, data, monetization, physics, UI, and world navigation. Each system had to work independently while still sharing a consistent view of player progression.

  • -Persistent player data across sessions
  • -Modular systems designed for expansion
  • -Server-authoritative purchases and reward claims
  • -Performance-conscious multiplayer implementation
  • -Reusable progression and world configuration

Result

Marble Obby became a feature-rich experience combining physics-based gameplay with persistent progression, monetization, social mechanics, and recurring rewards.

The project demonstrates my ability to develop a Roblox game beyond its basic movement loop. I built the connected systems that support retention, player progression, multiplayer interaction, and future content expansion.

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