Agent Skills
› mtarcure/claude-vibe-squad
› level-design-patterns
level-design-patterns
GitHub将游戏设计契约转化为可玩的关卡结构,包括布局、节奏控制、难度曲线及测试断言,确保机制与体验目标一致。
触发场景
需要设计游戏关卡布局
制定关卡难度曲线和节奏
安装
npx skills add mtarcure/claude-vibe-squad --skill level-design-patterns -g -y
SKILL.md
Frontmatter
{
"name": "level-design-patterns",
"audience": "specialist",
"description": "Use when an upstream mechanics brief must become playable spatial structure—block out spaces and critical paths, place gates and rewards, shape pacing and challenge, map each beat to its intended feeling, and define per-stage playtest assertions. It owns layouts and encounter flow; upstream system tuning and downstream scripting are separate."
}
Level Design Patterns
Turn a game-design contract into playable level structure: layout, pacing, gating, and a difficulty curve.
Steps
- Read the upstream game-design contract; derive the experience pillars the levels must serve.
- Block out spaces and critical paths; place gates and rewards to control pacing.
- Map the difficulty curve against explicit player-skill assumptions (teach → test → twist).
- Annotate each beat with the intended feeling and the mechanic that produces it.
- Mark playtest assertions per level (completable, no soft-locks, curve holds).
- Return any unimplementable runtime trigger to
game-engineeras an unresolved requirement.
Acceptance
- Every referenced mechanic exists in the upstream game-design contract.
- The difficulty curve is intentional and tied to stated skill assumptions.
- Each level carries playtest assertions and has no dangling triggers.
版本历史
- d5262e2 当前 2026-09-11 11:25


