Design the Perfect Obby Start Screen for Your Roblox Game
An obby start screen needs a big play button, stage counter, best time, and shop link - all tappable on mobile and big enough for kids.
Obby start screens are deceptively simple. They look like just a play button, but they have to work for the youngest audience in Roblox: kids on phones and tablets who will tap anywhere and expect something to happen. The buttons have to be huge, the text has to be readable, and the layout has to survive being held sideways. This guide covers the start button, the stage and best-time display, the shop link, and the mobile-first sizing that makes an obby start screen work.
Design requirements
- • Huge Play button (at least 200x80 logical pixels)
- • Stage counter showing current and max stage
- • Best time display for the current stage
- • Shop and settings buttons reachable from the start screen
- • Big, readable fonts (18+ for body, 32+ for the title)
- • Mobile-first layout that works at 375px width
Step-by-step tutorial
- 1
Build the title
Place the game title at the top with a large font (48 or bigger). Use a bold, rounded font like GothamBold or FredokaOne for a kid-friendly feel.
- 2
Add the Play button
Center a large TextButton below the title. Size it at least 200x80 logical pixels, give it a UICorner, and a bright color (green or brand violet). The text says 'PLAY' in 32+ font.
- 3
Show stage and best time
Below the Play button, show 'Stage 12 / 50' and 'Best: 0:42'. Use a monospace font for the time so it lines up.
- 4
Add shop and settings
Place smaller buttons in the corners for Shop and Settings. Use ImageButtons with icons (a cart and a gear) plus a TextLabel underneath.
- 5
Make it mobile-safe
Test at 375px width. The Play button should still be huge, the title should not overflow, and the corner buttons should not overlap the title.
- 6
Add a play sound
When the Play button is clicked, play a short UI sound and fade the start screen out with TweenService before teleporting the player.
Sizing for the youngest audience
Obby players are often kids on phones, and they tap fast and imprecisely. The Play button has to be big - at least 200x80 logical pixels, ideally larger. Use Scale sizing so it scales with the screen, but set a minimum via UISizeConstraint so it never gets too small on a narrow phone. The corner buttons (Shop, Settings) should be at least 64x64 with a generous hit area. Font sizes: 48+ for the title, 32+ for the Play button text, 18+ for everything else. If you cannot read it on a 5-inch phone held at arm's length, it is too small.
Stage and best-time displays
Obby progression is stage-by-stage, so the start screen has to show where the player is. Put 'Stage 12 / 50' (or just 'Stage 12' if there is no cap) below the Play button, large and readable. Show the best time for the current stage next to it: 'Best: 0:42'. Use a monospace font for the time so the digits do not shift as they change. If the player has not beaten the stage yet, show 'Best: --:--' instead of hiding the field. Pull these values from a DataStore on join and update them when the player completes a stage.
Shop and settings placement
Shop and Settings go in the corners - usually top-right and top-left, as ImageButtons with a clear icon (cart for shop, gear for settings) and a small TextLabel underneath. Keep them at least 64x64 with UISizeConstraint minimums so they stay tappable. Do not put them in a hamburger menu - kids will not find them. If the shop is a key monetization path, make it slightly larger or add a notification badge when there is a new item. Settings should always be one tap away from the start screen so players can lower volume or turn off music before they start playing.
Transitions and feedback
When the player taps Play, two things should happen: a UI sound confirms the tap, and the start screen fades out before the game loads. Use TweenService to animate the screen's Transparency from 0 to 1 over 0.3 seconds, then hide it. Do not teleport the player instantly on tap - the fade covers the loading time and feels polished. If the game has a stage select, the Play button can open a stage list first, with each stage as a large tappable card. Avoid nested menus more than two levels deep - young players get lost in deep menus.
Design tips
- • Use rounded fonts (GothamBold, FredokaOne) for a kid-friendly feel.
- • Make the Play button impossible to miss - it is the only thing that matters on the screen.
- • Add a UI sound on Play tap so kids get audio confirmation.
- • Test at 375px width and on a tablet - obby players are almost all on mobile.
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