game-design-flow-audit
De la autor
Audit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow theory. Use when evaluating whether challenge and skill stay aligned over time, diagnosing boredom, anxiety, frustration spikes, difficulty cliffs, dead zones, or pacing drift, or identifying where a design stops feeling absorbing and starts feeling exhausting or empty.
Instalare
npx skills add Stanestane/game-design-skills-bundle --skill game-design-flow-audit -a claude-code
Se instalează în .claude/skills/game-design-flow-audit/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Fără descărcare: licența acestui skill (Personalizată sau neclară) nu ne permite să-i redistribuim fișierele. Comenzile de instalare le iau direct de pe GitHub.
Vrei ca agentul să-ți propună skill-uri în timp ce scrii? Vezi cum folosești skill-urile din IDE.
Verificări de siguranță pe SKILL.md
Niciun avertisment.
De ce 75
aiqbench calculează scorul de încredere din semnale publice. Nu este un audit de securitate, așa că citește un skill înainte să-l instalezi.
Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- game-design-friction-journey-auditStanestane/game-design-skills-bundleAudit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation. Use when diagnosing where players stall, disengage, churn, or feel overloaded; when distinguishing productive challenge from harmful friction; or when evaluating whether constraints, waiting, confusion, resource pressure, or multi-step dependencies are creating strategy, tension, frustration, or deadlock.Design★ 86
- game-design-thinking-fast-and-slow-auditStanestane/game-design-skills-bundleAudit a game, feature, combat system, economy loop, onboarding flow, puzzle, UI, or design proposal through the lens of fast versus slow thinking inspired by Thinking, Fast and Slow. Use when evaluating whether a design relies on rapid intuitive judgment or deliberate analytical reasoning, whether the intended mode matches the actual demand, where cognitive overload or under-stimulation appears, or how badly the design handles shifts between instinctive and reflective play.Design★ 86
- game-design-attribution-auditStanestane/game-design-skills-bundleAudit a game, feature, combat scenario, progression step, failure state, onboarding beat, or reward outcome through the lens of attribution theory: how players explain success and failure. Use when evaluating whether players will blame themselves, the system, luck, or hidden rules; diagnosing perceived unfairness, learned helplessness, rage, or churn after losses; or identifying where clarity, control, and feedback are too weak for healthy learning.Design★ 86
- game-design-fairness-frustration-auditStanestane/game-design-skills-bundleAudit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration. Use when diagnosing whether players feel cheated, whether difficulty feels deserved, whether randomness, feedback, and challenge interact badly, or why a design remains technically functional yet still produces anger, blame, or refusal to retry.Design★ 86
- game-design-failure-loop-auditStanestane/game-design-skills-bundleAudit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they learn, what they lose, and why they would or would not try again. Use when diagnosing whether failure teaches, motivates, stalls, humiliates, exhausts, or ejects the player, or when tuning punishment, retry structure, and post-failure recovery.Design★ 86
- game-design-leaderboard-auditStanestane/game-design-skills-bundleAudit an existing leaderboard or competitive ranking system in a game for stagnation risk, scale problems, goal density, motivation quality, reward bracket design, group composition fairness, and top-of-ladder sustainability. Use when evaluating a leaderboard that feels flat, unfair, or disengaging; when reviewing a competitive feature before launch; or when diagnosing why a leaderboard isn't driving expected engagement or retention.Design★ 86
Note și recenzii
—
nicio recenzie
Ai încercat acest skill? Notează-l ca să-i ajuți pe alții. Autentifică-te
Discuție
Intră în discuție. Autentifică-te