Install
$ agentstack add skill-misonl-ling-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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
游戏设计原则
> 让游戏更有吸引力的设计思维。
1. 核心循环设计
30 秒测试
每个游戏都需要一个有趣的 30 秒循环:
1. ACTION -> 玩家做某事
2. FEEDBACK -> 游戏响应
3. REWARD -> 玩家感觉良好
4. REPEAT
循环示例
| 类型 | 核心循环 | | --- | --- | | Platformer(平台) | 跑 -> 跳 -> 落地 -> 收集 | | Shooter(射击) | 瞄准 -> 射击 -> 击杀 -> 拾取 | | Puzzle(解谜) | 观察 -> 思考 -> 解开 -> 前进 | | RPG(角色扮演) | 探索 -> 战斗 -> 升级 -> 装备 |
2. 游戏设计文档(GDD)
核心部分
| 部分 | 内容 | | --- | --- | | Pitch | 一句话描述 | | Core Loop | 30 秒玩法 | | Mechanics | 系统如何工作 | | Progression | 玩家如何前进 | | Art Style | 视觉方向 | | Audio | 声音方向 |
原则
- 保持它是鲜活的(定期更新)
- 视觉辅助交流
- 少即是多(从小开始)
3. 玩家心理学
动机类型
| 类型 | 驱动力 | | --- | --- | | Achiever(成就者) | 目标、完成度 | | Explorer(探索者) | 发现、秘密 | | Socializer(社交者) | 互动、社区 | | Killer(杀手) | 竞争、支配 |
奖励计划
| 计划 | 效果 | 用途 | | --- | --- | --- | | Fixed(固定) | 可预测 | 里程碑奖励 | | Variable(可变) | 易上瘾 | 掉落战利品 | | Ratio(比率) | 基于努力 | 刷刷刷游戏 |
4. 难度平衡
心流状态
太难 -> 沮丧 -> 退出
太易 -> 无聊 -> 退出
刚刚好 -> 心流 -> 投入
平衡策略
| 策略 | 如何做 | | --- | --- | | Dynamic(动态) | 适应玩家技能 | | Selection(选择) | 让玩家选择 | | Accessibility(无障碍) | 为所有人提供选项 |
5. 进度设计
进度类型
| 类型 | 示例 | | --- | --- | | Skill(技能) | 玩家变得更好 | | Power(力量) | 角色变得更强 | | Content(内容) | 新区域解锁 | | Story(故事) | 叙事推进 |
节奏原则
- 早期胜利(快速钩住)
- 逐渐增加挑战
- 强度之间的休息节拍
- 有意义的选择
6. 反模式
| [FAIL] 禁止 | [OK] 推荐 | | --- | --- | | 孤立设计 | 持续进行游戏测试 | | 有趣之前先打磨 | 首先制作原型 | | 强制一种玩法 | 允许玩家表达 | | 过度惩罚 | 奖励进步 |
> 记住: 乐趣是通过迭代发现的,而不是在纸上设计出来的。
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MisonL
- Source: MisonL/Ling
- License: MIT
- Homepage: https://www.npmjs.com/package/@mison/ling
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.