Claude
Cursor
opencode
Skill
game-design
Game design principles. GDD structure, balancing, player psychology, progression.
Virus-scanned
Reviewed automatically before listing.
Download
vodailocz-kilo-kit-mcp-skills_games_game-design-0448e6c.zip · 1 KB
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.
Comments (0)
Sign in to join the conversation.
Reviews (0)
No reviews yet.
No comments yet.