Install
$ agentstack add skill-bcastelino-agent-skills-kit-game-design ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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.
When to Use
This skill is applicable to execute the workflow or actions described in the overview.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: bcastelino
- Source: bcastelino/agent-skills-kit
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.