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game-design

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

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Download vodailocz-kilo-kit-mcp-skills_games_game-design-0448e6c.zip · 1 KB
Part of vodailocz/kilo-kit-mcp — 142 skills

Install

skills CLI npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/game-design
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

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.

Files (kilo-kit-mcp)
  • SKILL.md 2.6 KB
    ---
    name: game-design
    description: Game design principles. GDD structure, balancing, player psychology, progression.
    allowed-tools: Read, Glob, Grep
    ---
    
    # 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.
    

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