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game-design

Game design principles. GDD structure, balancing, player psychology, progression.

38

Quality

36%

Does it follow best practices?

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SecuritybySnyk

Passed

No findings from the security scan

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tessl review fix ./plugins/antigravity-bundle-indie-game-dev/skills/game-development/game-design/SKILL.md

The canonical home for this skill is game-design in administrakt0r/AI-Agents-Safe-Coding-Skills

SKILL.md
Quality
Evals
Security

Quality

Content

36%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

This skill reads more like a reference card or cheat sheet of game design concepts than actionable guidance for Claude. It catalogs well-known game design taxonomy (Bartle's player types, flow state, reward schedules) that Claude already understands, without providing concrete tools, templates, or step-by-step processes for actually performing game design tasks. The 'When to Use' section is a meaningless placeholder that adds no value.

Suggestions

Replace taxonomic tables with actionable templates — e.g., provide a concrete GDD template with example filled-in sections that Claude can adapt, rather than just listing section names.

Add a clear workflow for the primary use case (e.g., 'Steps to create a GDD from a game concept') with specific outputs at each step and validation checkpoints.

Remove or drastically reduce content Claude already knows (Bartle's player types, flow state concept, reward schedule types) and focus on project-specific conventions, preferred formats, or non-obvious design heuristics.

Replace the placeholder 'When to Use' section with specific trigger conditions or example prompts that would invoke this skill.

DimensionReasoningScore

Conciseness

The content is reasonably organized with tables keeping things compact, but it covers broad conceptual territory (player psychology types, reward schedules, flow state) that Claude already knows well. The tables are efficient formatting but the content itself is largely general knowledge that doesn't add novel value.

3 / 5

Actionability

The skill is almost entirely descriptive and taxonomic — it categorizes game design concepts into tables but provides no concrete, executable guidance. There are no code examples, no specific commands, no templates to fill in, and no step-by-step procedures for actually creating a GDD or balancing a game. The GDD section lists sections but doesn't show what a filled-in example looks like.

2 / 5

Workflow Clarity

There is no clear multi-step workflow for any of the described tasks. The content presents categories and principles but never sequences them into an actionable process (e.g., 'how to create a GDD' or 'how to balance difficulty'). The core loop description is the closest to a workflow but it describes game mechanics, not a design workflow.

2 / 5

Progressive Disclosure

The content is organized into clear numbered sections with tables, which provides decent structure. However, there are no references to external files for deeper dives, and the content that could benefit from expansion (e.g., detailed GDD templates, balancing methodologies) is left shallow rather than being pointed to supplementary materials. For a standalone skill with no bundle, the section organization is adequate but not optimal.

3 / 5

Total

10

/

20

Passed

Description

36%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

This description is a bare-bones topic list rather than a functional skill description. It lacks action verbs describing what the skill does, has no 'Use when...' clause, and reads more like a tag cloud than guidance for skill selection. The domain is identifiable but the description fails to communicate concrete capabilities or trigger conditions.

Suggestions

Add action verbs describing concrete capabilities (e.g., 'Creates game design documents, balances game mechanics, designs progression systems, applies player psychology principles')

Add an explicit 'Use when...' clause with trigger phrases (e.g., 'Use when the user asks about game design, GDD creation, game balancing, player engagement, or progression systems')

Expand trigger terms to include common synonyms and variations like 'game design document', 'game mechanics', 'gameplay loop', 'level design', 'monetization', 'game economy'

DimensionReasoningScore

Specificity

Names the domain (game design) and lists some topic areas (GDD structure, balancing, player psychology, progression) but these are more like topic labels than concrete actions. No verbs describing what the skill actually does.

2 / 5

Completeness

Has a vague 'what' (game design principles and related topics) but completely lacks any 'when' clause or trigger guidance. No explicit statement of when Claude should select this skill.

2 / 5

Trigger Term Quality

Includes some relevant keywords like 'GDD', 'balancing', 'player psychology', and 'progression' that users might mention, but misses common variations like 'game design document', 'game balance', 'level design', 'mechanics', or 'gameplay loop'.

3 / 5

Distinctiveness Conflict Risk

Somewhat specific to game design which narrows the domain, but 'design principles' and 'player psychology' could overlap with UX design or general psychology skills. The mention of GDD helps distinguish it somewhat.

3 / 5

Total

10

/

20

Passed

Validation

90%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

frontmatter_unknown_keys

Unknown frontmatter key(s) found; consider removing or moving to metadata

Warning

Total

10

/

11

Passed

Repository
administrakt0r/AI-Agents-Safe-Coding-Skills
Reviewed

Table of Contents

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