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game-design

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

whodaniel☆ 2 Repository stars0 Repository forks

Installation

Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.

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Skill instructions

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.

Examples

Read the usage examples in the source repository.

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Source history

Indexed on
2026-01-20
Index updated
2026-01-26
Branch
main

Index and sync dates describe this directory. View the source repository for code history.

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