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/game-design

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

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master-skills
17200 skills

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$ npx -y skills add sinhoneyy/master-skills --skill game-design --agent claude-code

SKILL.md

game-design.SKILL.md
name: game-design
description: "Game design principles. GDD structure, balancing, player psychology, progression."
risk: unknown
source: community
date_added: "2026-02-27"

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

| Genre | Core Loop | |-------|-----------| | Platformer | Run → Jump → Land → Collect | | Shooter | Aim → Shoot → Kill → Loot | | Puzzle | Observe → Think → Solve → Advance | | RPG | Explore → Fight → Level → Gear |

---

2. Game Design Document (GDD)

Essential Sections

| 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 |

Principles

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

---

3. Player Psychology

Motivation Types

| Type | Driven By | |------|-----------| | **Achiever** | Goals, completion | | **Explorer** | Discovery, secrets | | **Socializer** | Interaction, community | | **Killer** | Competition, dominance |

Reward Schedules

| Schedule | Effect | Use | |----------|--------|-----| | **Fixed** | Predictable | Milestone rewards | | **Variable** | Addictive | Loot drops | | **Ratio** | Effort-based | Grind games |

---

4. Difficulty Balancing

Flow State

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

Balancing Strategies

| Strategy | How | |----------|-----| | **Dynamic** | Adjust to player skill | | **Selection** | Let player choose | | **Accessibility** | Options for all |

---

5. Progression Design

Progression Types

| Type | Example | |------|---------| | **Skill** | Player gets better | | **Power** | Character gets stronger | | **Content** | New areas unlock | | **Story** | Narrative advances |

Pacing Principles

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

---

6. Anti-Patterns

| ❌ 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 |

---

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

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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@sinhoneyy
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Questions about game-design.

Which coding agents can use game-design?
game-design installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.