acceptance-orchestrato…
Use when a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance…
Game design principles. GDD structure, balancing, player psychology, progression.
Claude Code
$ npx -y skills add sinhoneyy/master-skills --skill game-design --agent claude-code
Codex
$ npx skills add sinhoneyy/master-skills --skill game-design -a codex -y
Cursor
$ npx skills add sinhoneyy/master-skills --skill game-design -a cursor -y
Gemini CLI
$ npx skills add sinhoneyy/master-skills --skill game-design -a gemini-cli -y
GitHub Copilot
$ npx skills add sinhoneyy/master-skills --skill game-design -a github-copilot -y
OpenCode
$ npx skills add sinhoneyy/master-skills --skill game-design -a opencode -y
Windsurf
$ npx skills add sinhoneyy/master-skills --skill game-design -a windsurf -y
name: game-design description: "Game design principles. GDD structure, balancing, player psychology, progression." risk: unknown source: community date_added: "2026-02-27"
> Design thinking for engaging games.
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Every game needs a fun 30-second loop: 1. ACTION → Player does something 2. FEEDBACK → Game responds 3. REWARD → Player feels good 4. REPEAT
| Genre | Core Loop | |-------|-----------| | Platformer | Run → Jump → Land → Collect | | Shooter | Aim → Shoot → Kill → Loot | | Puzzle | Observe → Think → Solve → Advance | | RPG | Explore → Fight → Level → Gear |
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| Section | Content | |---------|---------| | **Pitch** | One-sentence description | | **Core Loop** | 30-second gameplay | | **Mechanics** | How systems work | | **Progression** | How player advances | | **Art Style** | Visual direction | | **Audio** | Sound direction |
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| Type | Driven By | |------|-----------| | **Achiever** | Goals, completion | | **Explorer** | Discovery, secrets | | **Socializer** | Interaction, community | | **Killer** | Competition, dominance |
| Schedule | Effect | Use | |----------|--------|-----| | **Fixed** | Predictable | Milestone rewards | | **Variable** | Addictive | Loot drops | | **Ratio** | Effort-based | Grind games |
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Too Hard → Frustration → Quit Too Easy → Boredom → Quit Just Right → Flow → Engagement
| Strategy | How | |----------|-----| | **Dynamic** | Adjust to player skill | | **Selection** | Let player choose | | **Accessibility** | Options for all |
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| Type | Example | |------|---------| | **Skill** | Player gets better | | **Power** | Character gets stronger | | **Content** | New areas unlock | | **Story** | Narrative advances |
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| ❌ Don't | ✅ Do | |----------|-------| | Design in isolation | Playtest constantly | | Polish before fun | Prototype first | | Force one way to play | Allow player expression | | Punish excessively | Reward progress |
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> **Remember:** Fun is discovered through iteration, not designed on paper.
This skill is applicable to execute the workflow or actions described in the overview.
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