Design research
Search for how other games solve a specific design problem — game loops, mechanics, systems, progression, economy. Returns a comparison of 2-4 reference games with what to borrow. Use when designing a new feature, exploring game mechanics, or looking for design inspiration before writing a design doc.From its SKILL.md
npx -y skills add tykisgod/quick-question --skill design-researchAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 10 stars10 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
1.7 KB, 330 tokens by cl100k_base, as published. Nobody here has run it
Respond in the user's preferred language (detect from their recent messages, or fall back to the language setting in CLAUDE.md).
Search for game design references to the problem currently being discussed. Focus on design patterns and player experience, not code.
Arguments: $ARGUMENTS
Process
- Identify the core design question (e.g., "how to structure a survival loop on a ship", "how trading between cities creates interesting choices")
- Search for game design analyses, GDC talks, postmortems, and design breakdowns using WebSearch. Good query patterns:
"[game name]" game design analysis [mechanic]GDC [mechanic] design postmortem[mechanic] game design breakdown
- Organize into a comparison table:
| Game | How they do it | What makes it fun | What we could borrow |
|---|
- Recommend which approach best fits this project's scope and feel, and why
Notes
- Focus on the player experience, not implementation — "RimWorld uses a bill queue per workbench that lets players set min/max thresholds" is good; "WorkGiver_DoBill class" is not
- Prefer games the team has likely played or that are well-documented
- Include at least one game from a different genre if it solves the same design problem in an interesting way
- If searching yields thin results, lean on your own knowledge of game design — but flag which insights came from search vs. your own analysis
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.
Gives 0 of the 12 instructions most research analysis skills give in 330 tokens
Counted across 1,213 of the 2,113 authors here whose files we hold, read 2026-09-06
- Cite sources for every important claimin 47 of 1213, across 38 files
- Separate facts from inferences and recommendationsin 21 of 1213, across 12 files
- Write findings to a markdown filein 19 of 1213
- Label every insight with a confidence levelin 18 of 1213, across 8 files
- Read product marketing context before asking questionsin 18 of 1213, across 8 files
- Rank themes by frequency and intensityin 16 of 1213, across 6 files
- Establish research mode before proceedingin 16 of 1213, across 6 files
- Segment survey responses by customer tier or tenurein 16 of 1213, across 6 files
- Categorize support tickets before analyzingin 16 of 1213, across 6 files
- Weight research sources from the last twelve monthsin 16 of 1213, across 6 files
- Use at least five data points per segmentin 15 of 1213, across 5 files
- Extract verbatim quotes for all research findingsin 15 of 1213, across 5 files
Said here and by no other author read
- Identify the core design question
- Search for game design analyses and postmortems
- Organize findings into a comparison table
- Recommend an approach fitting project scope
- Focus on player experience over implementation
- Include one game from a different genre
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.