Coin and gem shop with three tiers
Why it works
A tiered shop with bundle prices gives a first purchase and an upgrade path instead of one button.
Idea list
Twelve layouts grouped by the game type they belong to. Each one opens in the maker as a preset, so you are editing a real screen within a click instead of collecting screenshots.
Simulator players buy currency early and often, so the shop and the inventory do most of the work.
Why it works
A tiered shop with bundle prices gives a first purchase and an upgrade path instead of one button.
Why it works
Rarity is the first thing players scan for; colour-coded slots work faster than a name list.
Short sessions, phone screens, and players who leave if the first screen is confusing.
Why it works
Stage number and checkpoints stay readable without covering the platform the player is jumping to.
Why it works
A single large target suits thumb input; the text just explains what happened.
Every purchase is a cost-benefit judgement, so the interface has to show both numbers.
Why it works
Showing the price next to the income change answers the only question a tycoon player has.
Why it works
Tycoon players rejoin constantly; a menu that reflects saved state reduces drop-off at load.
Long sessions and many item types, so the inventory carries the design.
Why it works
Equipped state, rarity, and quantity in one card removes a second screen players would otherwise need.
Why it works
Claiming a reward is the emotional beat of a quest chain; give it its own screen instead of a chat line.
The UI should stay out of the way and still tell the player they are about to die.
Why it works
Two bars and no decoration keeps the screen dark and the tension intact.
Why it works
A restricted inventory with few slots makes every held item feel like a decision.
Players read the HUD between exchanges, so status has to be legible in a glance.
Why it works
Streaks are the reason players keep queueing; putting them next to health makes the risk visible.
Why it works
One offer, one price, one benefit — a popup converts better than a menu tab players never open.
How to use the list
The card sets the screen type and style in the maker, so the layout you read about is the layout you edit.
Item names, prices, and button labels are placeholders. Keep them short — long labels break on phone widths first.
Switch the preview to the mobile layout before you export, because that is where most Roblox traffic arrives.
Copy the Luau into a ScreenGui, then connect the rows to your own inventory or purchase system.
Questions
They are grouped by the game types the maker's presets already cover — simulator, obby, tycoon, RPG, horror, and PvP — so each idea maps to a layout that exists rather than a screenshot you have to rebuild.
Yes. The exported Luau is regular UI code for your own game. Roblox's own terms still apply to whatever you publish.
No. The presets build frames, labels, and buttons, so you add your own icons and thumbnails after export. That also keeps the layout from depending on assets you do not own.
Start with a HUD and one screen. Adding a second screen is cheap once the first one has a close path, a phone-width check, and separate elements for price and state.