Agent Skills › vudovn/ag-kit › game-design

game-design

GitHub

提供游戏设计核心原则,涵盖核心循环、GDD结构、玩家心理、难度平衡及进度设计。旨在指导开发者构建引人入胜的游戏体验,强调迭代与测试。

.agents/skills/game-development/game-design/SKILL.md vudovn/ag-kit

Trigger Scenarios

需要制定游戏设计文档(GDD) 讨论游戏核心循环或玩法机制 分析玩家动机或心理模型 调整游戏难度曲线

Install

npx skills add vudovn/ag-kit --skill game-design -g -y
More Options

Non-standard path

npx skills add https://github.com/vudovn/ag-kit/tree/main/.agents/skills/game-development/game-design -g -y

Use without installing

npx skills use vudovn/ag-kit@game-design

指定 Agent (Claude Code)

npx skills add vudovn/ag-kit --skill game-design -a claude-code -g -y

安装 repo 全部 skill

npx skills add vudovn/ag-kit --all -g -y

预览 repo 内 skill

npx skills add vudovn/ag-kit --list

SKILL.md

Frontmatter
{
    "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.

Version History

  • 211561c Current 2026-08-20 11:38

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Metadata

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Version
549ba3d
Hash
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Indexed
2026-08-20 11:38

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