Prototype — 1 Week Test
Scope, build, test, decide. Ends with a kill/iterate/scale card that forces the decision against numbers written beforehand.

For TrelloForge
Every Roblox project repeats the same handful of shapes: a prototype week, a launch, an update, an asset queue, a bug list, onboarding someone new. These are those six, written as TrelloForge specs with real cards, checklists and acceptance criteria already filled in.

PlayerJoined -> LoadData -> SaveDataWhat is in it
Scope, build, test, decide. Ends with a kill/iterate/scale card that forces the decision against numbers written beforehand.
Performance on a low-end device, data saving that survives a crash, store page, soft launch, and the first 24 hours.
A bounded change to a live game, with a regression pass that checks the old loop still works.
Brief with references, production, review against the brief, in-game verification.
Reproduce first, triage honestly, fix and record the cause, verify in a real session.
Access, orientation, and one small bounded first task that proves the review loop works.
Yes. These are specs in the TrelloForge format — the app turns each one into a real Trello board. Without it you would be building the boards by hand, which is the thing the pack exists to avoid.
They are plain JSON. Edit a card, add a list, delete anything you do not use, then build. That is the point of a spec over a template.
They are shaped around Roblox work — sponsor tests, Studio performance, place duplication before an update. Most transfer to any game project.