Server ownership first
Damage, rewards, purchases, and progression are validated on the server. The client requests an action; it does not decide the result.
Roblox / Luau development
I build combat, multiplayer rounds, persistent data, rewards, shops, and interface logic. Every project is delivered through Rojo and Git with clear client and server boundaries.
R6 combat, corruption state, round voting, camera control, and persistent scoring.
View implementation notesI'm inbo, a Roblox developer with four years of experience building gameplay systems and complete multiplayer features in Luau.
I work across most parts of a Roblox experience, including combat, round systems, persistent data, progression, shops, admin tools, UI integration, performance work, and bug fixing. I can take ownership of one focused system or contribute across an entire project from planning and architecture through integration, testing, and delivery.
I am available for both individual commissions and long term development. For ongoing projects, I can maintain existing systems, build new features, solve technical problems, and keep the codebase organized with Rojo and Git.
Recorded footage, implementation details, and the systems I owned on each build.
Fast paced multiplayer elimination arena with server controlled R6 combat, proximity corruption, custom first person camera controls, map voting, and persistent progression.
Production Discord bot with secure Roblox verification, automated roles, support tickets, moderation, giveaways, audit logging, and managed deployment.
Multiplayer trivia with table matchmaking, 6+ categories, lives/elimination, XP/coin rewards, streak bonuses, global leaderboards, 1v1 duels, and full ProfileService persistence.
Hide and seek framework with server controlled role assignment, round state, admin tools, spectator mode, and a validated Laser Eyes ability.
Physics based ragdoll with BallSocketConstraints, server controlled hit detection, dynamic knockback, reach validation, and synced recovery.
Players buy throwable coins with Robux, deal damage, and earn daily rewards. Includes shop UI, physics projectiles, effects handler, and full remote architecture.
Gamepass ID input, automatic price fetching from the Roblox API, and a complete purchase flow that is easy to reuse.
Streak tracking with persistent DataStore saving and a polished UI showing current streak, next reward, and claim state.
M1 combo chains, server side hit detection, and damage handling built with latency compensation for a fair multiplayer experience.
Smooth sprint and dash mechanics with configurable cooldowns, stamina bars, and responsive movement feel.
Live panel showing player avatars and group rank detection for admin dashboards and server information boards.
Reusable button components, animated navigation menus, and input handling that is easy to integrate.
Practical decisions that make a Roblox system easier to test, secure, and extend.
Damage, rewards, purchases, and progression are validated on the server. The client requests an action; it does not decide the result.
Combat, rounds, and player lifecycles use named states and controlled transitions instead of scattered boolean flags.
Profiles are loaded, reconciled, locked to one session, and saved deliberately, with failure paths handled before new features depend on them.
Rojo and Git keep source files reviewable. Modules are grouped by responsibility so another developer can continue the work.
Final pricing depends on scope, dependencies, and delivery time.
Focused task
From $10
A contained fix or mechanic with a clear acceptance condition.
Full payment upfront.
Standalone system
Scoped quote
A complete feature spanning client, server, UI, or persistent data.
50% upfront · 50% on delivery.
Connected systems build
Scoped quote
A round framework or full experience made of several connected systems.
50% upfront · 50% on delivery.
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Send the feature list, current project state, budget, and deadline. I'll review the dependencies and reply with a scope, price, and delivery plan.