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@davila7/game-design

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Game design principles. GDD structure, balancing, player psychology, progression.

skillclaude

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agr install @davila7/game-design --target claude

Writes 1 file into .claude/skills/, pinned to git-93c41790.

  • .claude/skills/game-design/SKILL.md

Document


name: game-design description: Game design principles. GDD structure, balancing, player psychology, progression. allowed-tools: Read, Glob, Grep

Game Design Principles

Design thinking for engaging games.


1. Core Loop Design

The 30-Second Test

Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT

Loop Examples

GenreCore Loop
PlatformerRun → Jump → Land → Collect
ShooterAim → Shoot → Kill → Loot
PuzzleObserve → Think → Solve → Advance
RPGExplore → Fight → Level → Gear

2. Game Design Document (GDD)

Essential Sections

SectionContent
PitchOne-sentence description
Core Loop30-second gameplay
MechanicsHow systems work
ProgressionHow player advances
Art StyleVisual direction
AudioSound direction

Principles

  • Keep it living (update regularly)
  • Visuals help communicate
  • Less is more (start small)

3. Player Psychology

Motivation Types

TypeDriven By
AchieverGoals, completion
ExplorerDiscovery, secrets
SocializerInteraction, community
KillerCompetition, dominance

Reward Schedules

ScheduleEffectUse
FixedPredictableMilestone rewards
VariableAddictiveLoot drops
RatioEffort-basedGrind games

4. Difficulty Balancing

Flow State

Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement

Balancing Strategies

StrategyHow
DynamicAdjust to player skill
SelectionLet player choose
AccessibilityOptions for all

5. Progression Design

Progression Types

TypeExample
SkillPlayer gets better
PowerCharacter gets stronger
ContentNew areas unlock
StoryNarrative advances

Pacing Principles

  • Early wins (hook quickly)
  • Gradually increase challenge
  • Rest beats between intensity
  • Meaningful choices

6. Anti-Patterns

❌ Don't✅ Do
Design in isolationPlaytest constantly
Polish before funPrototype first
Force one way to playAllow player expression
Punish excessivelyReward progress

Remember: Fun is discovered through iteration, not designed on paper.

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Each check contributes 0 points when it passes, 1 when it warns, and 2 when it fails. The total maps to a letter:

  • Aevery check passed
  • Bone warning
  • Ctwo warnings
  • Dprompt injection or body integrity failed, or three warnings
  • Fone of those failed, and something else is wrong

These are automated hygiene checks, not a security audit, and not a dependency or vulnerability scan. A grade of A means nothing was flagged — not that the artifact is safe.

Versions

  • git-93c4179046822026-07-31