Getting Started with the Clicker Idea
So I wanted to make this simple Roblox game where you click cases to get rewards. Opened Roblox Studio, dragged a big cube onto the workspace – that’ll be my first case. Named it “MysteryBox” cause why not. Then I slapped a ClickDetector on it so players can actually interact with the thing.

Making the Click Work
Created a new script inside the case. Wrote some basic stuff:
- Made a function that triggers when player clicks
- Added sound effects – that pop noise makes clicking satisfying
- Made the case briefly shrink using Scale to pretend it’s being pressed
Tried testing it… nothing happened. Forgot to connect the function to the ClickDetector! Fixed that with *.MouseClick:Connect(). Now it finally reacted when I mashed it.
Adding Rewards System
Needed something to pop out when you click. Created three colored balls as placeholder rewards:
- Common (gray) for 10 coins
- Rare (blue) for 50 coins
- Legendary (gold) for 200 coins
Wrote another script to pick randomly between these rewards using . First test gave me legendary three times in a row – knew I messed up the odds. Adjusted the probability weights so gray appears 70% of the time.
Tracking Player Progress
Created leaderstats folder for each player with IntValues named:

- Coins (adds up your rewards)
- Clicks (counts every tap)
Whenever player hits the case, both values update. Problem: coins vanished when I left the game. Totally forgot about data saving! Added simple DataStore code to save coins when players exit.
Polishing the Experience
Added floating text showing “+10 coins” when you click. Used BillboardGui above the case. Made the whole thing sparkle with particles when you get legendary item. Final touch: added background music that speeds up every 20 clicks to build hype.
Lessons Learned
Biggest headache was testing probabilities – spent hours adjusting drop rates till they felt fair. Also realized too late that my “case” was just a floating cube. Later added stand model so it looks less placeholder. Pro tip: ALWAYS prototype with terrible graphics first. If it’s fun when ugly, it’ll rock when pretty.