Common Pitfalls

A request with no outcome

What happens: "Make the game better" or "refactor the code" gives Roflow nothing to check, so its reviewer writes no checks and the result stays unverified.

Instead: say what should be different when you play. "Make the first stage easier: wider platforms and a checkpoint halfway."

Too much at once

What happens: "Add a shop, pets, rebirths and a leaderboard" becomes one huge change. If one part breaks, the repairs touch everything.

Instead: one system per request. See Building in Stages.

Not saying what must stay

What happens: a fix changes something you liked, and nothing checked it.

Instead: add "without breaking…" or "keep … working". Roflow checks those too.

Editing in Studio while Roflow works

What happens: Roflow and you change the same thing at once, and one edit overwrites the other.

Instead: let a goal finish, or press Pause, before editing in Studio yourself. Roflow saves a checkpoint before each change, and warns you before a restore would overwrite your own edits.

Expecting saved data to be checked

What happens: in an unpublished place, Roblox does not allow saved data, so Roflow cannot check that progress survives rejoining. Scripts that use DataStores may also error at startup.

Instead: publish a private version and test rejoining yourself, or ask Roflow to make the save code fail safely when saving is unavailable.

Staying on Max effort

What happens: every request uses your allowance fastest, even small ones.

Instead: stay on Medium and switch to Max only for a hard problem.

Ignoring "unverified"

What happens: you read "Done" and miss that one check could not run.

Instead: read the report in Progress. "Done. Some things could not be checked." means exactly that.