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/game-design

Repository-aware game design diagnosis, decisions, and validation.

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vexjoy-agent
421122 skills198 agents11 commands76 hooks
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$ npx -y skills add notque/vexjoy-agent --skill game-design --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-design

Context preview

The summary Claude sees to decide when to auto-load this skill.

Repository-aware game design diagnosis, decisions, and validation.

SKILL.md

game-design.SKILL.md
name: game-design
version: 2.1.0
description: "Repository-aware game design diagnosis, decisions, and validation."
agent: ui-design-engineer
user-invocable: true
allowed-tools: [Read, Write, Edit, Bash, Grep, Glob]
routing:
  triggers: [game design, improve this game, game improvement, game design audit, game design report, core loop, game feel, player motivation, game balance, game economy, game onboarding, first-time experience, game pitch, game design document, game prototype, game scope, game progression, game fairness, game diagnostic, retention, churn, engagement]
  not_for: "Implementing a game in Phaser or Three.js, generating game art, or QA automation without a design question."
  pairs_with: [game-pipeline, phaser-gamedev, threejs-builder, decision-helper]
  complexity: Medium
  category: game-design

Game design

Convert a concept, game repository, playable build, player finding, or design document into a professional, evidence-led design decision. This skill carries a complete original reconstruction of the assessed game-design capability set; use its references as operational expertise, not as a menu of shallow lenses.

Discovery and help mode

When the request is bare `game design`, asks what game-design help is available, or asks which review to run, read `references/capability-catalog.md`. Present the complete domain-organized catalog, offer the packet(s) that match the stated player moment, and state that `full audit`, `health check`, or `design report` runs the all-packet repository diagnostic. Do not return a partial topical menu: the catalog is the user-facing inventory of all 61 runnable capabilities.

Autonomous improvement mode

When asked to improve a game, its retention, churn, engagement, or player experience, read `references/autonomous-improvement.md` and follow it as the default operating mode. This is a greedy, repo-first improvement cycle: inspect the real game, run every relevant capability (all 61 for systemic retention or whole-game requests), make the smallest safe and reversible improvement that evidence supports, verify it, and leave a measurement plan for the next cycle. Never wait for a feature request when the evidence itself identifies a material player harm or opportunity.

1. Intake and deterministic evidence inventory

Start from repository evidence. Read the target repository's governing instruction files first. Search its installed skills and agents for game, product, UI, implementation, analytics, and research guidance; load every applicable local instruction and record its authority before drawing conclusions. Then use file search and code inspection to find design documents, player-facing copy, rules and state, UI, configuration and tables, tests, analytics schemas, issues, ownership, and recent changes. Separate facts into `observed`, `documented`, `measured`, and `inferred`.

Ask only what the repository cannot answer:

1. Which player context and concrete play moment matter? 2. What external player evidence exists: playtest recordings, support patterns, telemetry, reviews, or community reports? 3. Which constraints are binding: platform, release phase, team, accessibility, legal, trust, time, or cost? 4. Does the user need a diagnosis, options, specification, priority decision, prototype plan, or full report?

2. Greedy reference routing

Load every module that could materially change the recommendation, its player-risk assessment, or validation plan. Do not stop at the smallest topical match. Add adjacent modules when the player path crosses their domain.

| Signal | Load modules | |---|---| | Promise, fantasy, loops, goals, feature coherence | `core-loop-and-pillars.md`, `capabilities/08-game-design-craft-critique.md` where relevant, `audit-and-red-team.md` | | Ideation, novelty, removal, reuse, blocked choice | `creative-and-options.md`, `core-loop-and-pillars.md`, `planning-and-production.md` | | Player motives, personas, values, inclusion | `player-and-social.md`, `cognition-and-choice.md`, `social-and-competitive.md` when others matter | | Information, prompts, bias, causality, randomness | `cognition-and-choice.md`, `fairness-and-failure.md`, `pacing-and-return.md` | | Failure, difficulty, fairness, recovery | `fairness-and-failure.md`, `core-loop-and-pillars.md`, `pacing-and-return.md` | | First-time experience, flow, friction, goals, session close, return | `pacing-and-return.md`, `fairness-and-failure.md`, `cognition-and-choice.md` | | Co-op, competition, guilds, social sessions, rank | `social-and-competitive.md`, `player-and-social.md`, `progression-and-economy.md` | | Rewards, currencies, battle passes, KPIs | `progression-and-economy.md`, `player-and-social.md`, `fairness-and-failure.md` | | Pitch, mood, emotional direction, prototype, design doc | `emotion-and-presentation.md`, `artifacts-and-prototyping.md`, `planning-and-production.md` | | Scope, sequence, estimates, staffing, decisions | `planning-and-production.md`, `core-loop-and-pillars.md`, `audit-and-red-team.md` | | Full game/repository health report | **Read `capability-matrix.md`, every domain module, then `full-diagnostic.md`.** |

The module contains card-level protocols. Read all cards within each selected module. Full diagnostic mode is intentionally greedy: every card is mandatory.

3. Diagnose the player path

Trace: cue → interpretation → choice → system response → cost/reward → feedback → next intention. For a failure path, include expectation, information, retry, and learning. For social play, include invitation, coordination, conflict, absence, rejoin, recognition, and abuse recovery.

For every material finding, state the player consequence, evidence, competing explanations, confidence, severity, and the smallest change that would distinguish the leading explanations. Do not replace a player outcome with a framework label, funnel metric, or author preference.

4. Decide and specify

Offer two to five genuinely distinct op

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Ships withvexjoy-agent

Essays and writing behind this toolkit live at vexjoy.com. VexJoy Agent connects plain-English requests to specialist agents, skills, and workflows. /do selects the knowledge and tools needed for your task.

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