Game design
Game design — GDD, game systems, balance, engagement loops. Apply when designing mechanics and systems and when creating/editing a game design document.From its SKILL.md
npx -y skills add Neznakometz/StackForge --skill game-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
SKILL.md
1.2 KB, 231 tokens by cl100k_base, as published. Nobody here has run it
Game design
GDD (game design document)
For each system: goal, rules (precise, with formulas), inputs/outputs, states, economy/progression, edge cases. Balance parameters — as data (config), not magic numbers in code.
Analysis frameworks
- MDA — Mechanics → Dynamics → Aesthetics: what the player does → what emerges from it → what experience.
- Engagement loop — challenge/skill balance (flow); progression that does not hook with dark patterns.
- Audience — who it is for (player types), what we are validating.
Rules
- Data, not code. Balance, levels, rewards, economy — config/data; the designer edits it without a release.
- Systems are isolated. Gameplay does not touch the UI directly; shared rules — through interfaces.
- Verifiability. Every balance rule comes with a criterion ("when X the player gets Y") so that QA/
balance-checkcan verify it. - Scope is frozen: new mechanics → backlog, not into the current phase.
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.