Making a simple roblox kill brick script for your game

If you're building an obby or any kind of obstacle course, getting a roblox kill brick script up and running is probably the first thing on your to-do list. It's the bread and butter of Roblox game design. Without it, your lava pits are just glowing red floors, and your spinning lasers are just well, spinning sticks that don't do much.

The good news is that writing a script to reset a player's health is one of the easiest things you can do in Luau. You don't need to be a coding genius to get this working. In fact, most developers just use a variation of the same five or six lines of code for every single hazard they create. Let's look at how to set this up so it actually works the way you want it to.

The basic script that gets the job done

To get started, you just need a Part in your workspace. Once you've spawned a block and maybe turned it bright red or neon so it looks dangerous, you'll want to add a Script inside it.

Here is the most straightforward roblox kill brick script you'll ever find:

```lua local trapPart = script.Parent

local function onTouch(otherPart) local character = otherPart.Parent local humanoid = character:FindFirstChild("Humanoid")

if humanoid then humanoid.Health = 0 end 

end

trapPart.Touched:Connect(onTouch) ```

Now, let's talk about what's actually happening here. We're telling the game to watch that specific part. The Touched event fires off whenever something—anything—bumps into it. Since we only want to kill players and not just any random object that falls on the brick, we have to check if whatever touched it has a "Humanoid" inside its parent. In Roblox, the "Humanoid" is what handles health, walking speed, and jumping. If we find it, we set the health to zero, and boom—the player resets.

Why checking for the humanoid matters

You might wonder why we can't just say "kill whatever touches this." The problem is that Roblox physics can be a bit chaotic. Maybe a stray ball rolls onto the brick, or a decorative part falls on it. If your script doesn't specifically look for a Humanoid, the script might error out because a random brick doesn't have a "Health" property to change.

Using FindFirstChild is a smart move here. It's basically a way of saying, "Hey, check if this thing exists before you try to mess with it." If the script tries to change the health of something that doesn't have a health bar, your output window is going to fill up with red error text, and in some cases, it can even cause performance hiccups if it happens constantly.

Taking it a step further: Damage over time

Sometimes, an instant kill feels a bit too harsh. Maybe you're making a toxic waste pool or a fire pit where you want the player to realize they're in danger before they actually die. You can easily tweak your roblox kill brick script to deal a specific amount of damage instead of just deleting their health bar instantly.

Instead of humanoid.Health = 0, you could write something like:

lua humanoid:TakeDamage(10)

But there's a catch. The Touched event is extremely sensitive. If a player stands on the brick, the event might fire thirty times in a single second. If you're doing 10 damage per touch, the player is still going to die almost instantly.

To fix this, we use something called a "debounce." It's basically a cooldown timer. It tells the script, "Okay, you hurt them once, now wait a second before you do it again." It makes the game feel much fairer and less glitchy.

Making your hazards look the part

A script is great, but players need to know what to avoid. If you have a roblox kill brick script attached to a part that looks exactly like the safe floor, people are going to get frustrated pretty fast.

Most people go with the classic Neon Red look, but you can get creative. You can add a ParticleEmitter inside the brick to make it look like it's smoking or sparking. You could even script the brick to change colors—maybe it's only "active" and dangerous when it glows bright white, and safe when it's dim.

Adding these visual cues doesn't just make the game look better; it actually improves the gameplay experience. It gives the player a "fair warning," which is key to keeping people from rage-quitting your game.

Handling multiple kill bricks efficiently

Let's say you're building a massive obby with 500 different jumping puzzles. You definitely don't want to copy and paste that roblox kill brick script into 500 individual parts. That's a nightmare to manage. If you decide you want to change the damage from 100 to 50 later on, you'd have to open 500 scripts. Nobody has time for that.

A better way to do it is using a "Tagging" system or a single script that loops through a folder. You can put all your "KillParts" into one folder in the Explorer, and then use a script like this:

```lua local killFolder = workspace.TrapFolder -- Assuming you put them in a folder

for _, part in pairs(killFolder:GetChildren()) do if part:IsA("BasePart") then part.Touched:Connect(function(hit) local hum = hit.Parent:FindFirstChild("Humanoid") if hum then hum.Health = 0 end end) end end ```

This way, one single script handles every single hazard in that folder. It keeps your project clean and makes it way easier to update your game down the road.

Common mistakes to avoid

Even with something as simple as a roblox kill brick script, things can go wrong. One of the most common issues is forgetting to Anchor the part. If your kill brick isn't anchored, it might fall through the floor or get knocked around by the player, which usually isn't what you want for a static obstacle.

Another weird thing that happens is when the script targets the player's accessory instead of their actual body. In Roblox, hats and hair are their own little models. If a player's hat touches the brick, otherPart.Parent might actually be the hat's model, not the player's character.

That's why more robust scripts sometimes use hit.Parent:IsA("Accessory") checks or use game.Players:GetPlayerFromCharacter(hit.Parent) to make sure they are actually dealing with a human being and not just a floating piece of gear.

Final thoughts on hazards

At the end of the day, a roblox kill brick script is a tool to create challenge. Whether you're making a "Floor is Lava" game or a complex dungeon crawler, knowing how to manipulate player health through touch events is essential.

Don't be afraid to experiment with the code. Try making bricks that launch the player into the air before killing them, or bricks that only kill you if you're running too fast. The logic is mostly the same—it all starts with that simple Touched connection. Once you've got the basics down, you can start building the kind of obstacles that make players keep coming back for "one more try."

Happy building, and try not to make your obby too impossible!