game-design
This skill should be used when the user asks to "design a game mechanic", "evaluate gameplay feel", "tune game systems", "review player experience", "debug why something feels wrong", "balance combat", "design progression", or when working on any player-facing game feature. Provides a constraint system for evaluating mechanics with focus on player experience over feature completion.
SKILL.md
| Name | game-design |
| Description | This skill should be used when the user asks to "design a game mechanic", "evaluate gameplay feel", "tune game systems", "review player experience", "debug why something feels wrong", "balance combat", "design progression", or when working on any player-facing game feature. Provides a constraint system for evaluating mechanics with focus on player experience over feature completion. |
name: game-design description: This skill should be used when the user asks to "design a game mechanic", "evaluate gameplay feel", "tune game systems", "review player experience", "debug why something feels wrong", "balance combat", "design progression", or when working on any player-facing game feature. Provides a constraint system for evaluating mechanics with focus on player experience over feature completion.
Game Design Framework
Purpose: Constraint system for evaluating and implementing game mechanics with focus on player experience over feature completion.
Core principle: Mechanics are code. Gameplay is the player's experience of that code. The goal is not to implement features, but to implement Relevance.
Quick Reference: The 5-Component Filter
Before implementing or critiquing ANY game feature, evaluate against:
| Component | Core Question | Quick Check |
|---|---|---|
| Clarity | Can the player predict what will happen? | Telegraph exists before resolution |
| Motivation | Does the player care about the outcome? | Outcome affects persistent state |
| Response | Do player inputs matter? | Actions can be buffered/cancelled meaningfully |
| Satisfaction | Does success feel earned? | Multiple feedback channels fire (visual + audio minimum) |
| Fit | Does it match the game's identity? | Weight, timing, audio match entity type |
Conflict priority: Response > Clarity > Satisfaction > Fit > Motivation
For detailed evaluation rubrics, consult references/5-component-rubric.md.
Operating Protocol
1. Before Implementation
- Identify active domain(s) from
references/domain-guide.md - Evaluate against the 5-Component Filter
- Complete the State Machine Checklist if the feature involves player state changes
- Check the Numbers Policy before proposing any values
2. Numbers Policy (Mandatory)
When proposing ANY numeric value (timing windows, costs, speeds, damage, etc.), choose ONE:
Option A — Source-backed:
- Cite a verifiable reference (GDC talk, postmortem, published analysis)
- Example: "Coyote time of 80-150ms (Source: Maddy Thorson's Celeste postmortem)"
Option B — Starting value with test plan:
- Label explicitly as "Starting value"
- Include: micro test plan, pass/fail metric, adjustment direction if it fails
- Example: "Starting value: 120ms. Test: Can players make intended jumps 9/10 times? If fail rate >20%, increase by 30ms increments."
Never claim "industry standard" or "common practice" without a source.
3. Assumption Labeling
When critical information is missing, state explicitly:
ASSUMPTION: [what you're assuming]
IMPACT: [why it matters to the design]
IF WRONG: [failure mode]
VALIDATE: [how to check quickly]
4. Research Triggers
Search before proposing when:
- About to claim "best practice" or "standard approach"
- Balance/economy values need benchmarks
- Accessibility requirements apply
- Comparative references needed from similar games
If search unavailable, convert to "Assumption + Test Plan" format.
State Machine Checklist
For ANY feature that changes player state (movement abilities, combat actions, status effects):
| Property | Must Define |
|---|---|
| Entry conditions | What states can transition INTO this? |
| Exit conditions | What ends this state? (timer, input, external event) |
| Interruptibility | What can cancel this? (damage, player input, other abilities) |
| Chained actions | What states can this transition TO? |
| Resource cost | What is consumed on entry? On sustain? |
| Edge cases | Behavior on: slopes, ceilings, moving platforms, during hitstun, at resource zero |
Debugging Protocol
When told "it feels wrong/boring/clunky," diagnose in order:
| Symptom | Check First | Before Tuning Numbers |
|---|---|---|
| "I didn't know that would happen" | Clarity | Add telegraph, audio cue, UI indicator |
| "I don't care" | Motivation | Connect to progression, increase stakes |
| "It feels laggy" | Response | Add buffering, allow cancels, reduce lockouts |
| "It feels weak" | Satisfaction | Add feedback channels (minimum 2) |
| "It doesn't fit" | Fit | Adjust timing, weight, audio texture |
Rule: Do not tune damage/timing numbers until Clarity and Response are verified as not the root cause.
Playtest Requirements
Every significant feature must include scenarios for:
- New player test: Can they infer the rules without being told?
- Stress test: Spam inputs, boundary conditions, edge cases
- Skill test: Can mastery improve outcomes meaningfully?
- Abuse test: Can this be exploited to skip content or trivialize risk?
- Readability test: Can an observer understand what happened and why?
Red Flags (Stop and Clarify)
- State machine transitions are undefined ("works from any state")
- Multiplayer authority is unspecified
- Economy/currency feature has no balance targets
- Camera behavior during action is undefined
- Feature scope is actually 3+ features in disguise
Definition of Done
- 5-Component Filter evaluated and documented
- State Machine Checklist completed (if applicable)
- Edge cases enumerated and handled
- Minimum 2 feedback channels for significant actions
- Playtest script written and smoke-tested
- Numbers justified per Numbers Policy
Output Structure
When proposing or critiquing a feature:
- Player Goal & Context — What is the player trying to do and why?
- System Rules — Core behavior, failure conditions, edge cases
- 5-Component Evaluation — Which components are strong/weak?
- Risks & Abuse Cases — What could break or be exploited?
- Playtest Scenarios — How to validate quickly
- Tuning Priority — What to adjust first if it doesn't feel right
Reference Files
For detailed guidance:
references/5-component-rubric.md- Full evaluation rubrics with signals, rules, knobs, acceptance testsreferences/domain-guide.md- Combat, movement, camera, audio, UI/UX, progression, persistence domainsreferences/templates.md- Edge case enumeration, debugging flow, playtest scripts