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GDD structure, balancing, player psychology, progression.","reikiplanet\u002Fdaoskills","reikiplanet","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F96377599?v=4","01M6CVWCMD740YHQDK7E9QYBW4","Reiki Planet","01M6CVWCS4KXVA2CWFVJ43EAXK",0,"MIT","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fother\u002Fgame-development\u002Fgame-design\u002FSKILL.md",[18,23],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000015","视觉设计","SCENARIO","使用场景",{"categoryNo":24,"categoryName":25,"taxonomyType":26,"taxonomyTypeDesc":27},"01JBSEEDCAT000000000000032","设计师","PROFESSION","适用职业",[29,30,31,32,33,34,35,36,37,38],"design","game design","game","grep","read","design principles","community","structure","psychology","principles","2026-11-10 10:12:30",false,"---\nname: game-design\ndescription: \"Game design principles. GDD structure, balancing, player psychology, progression.\"\nallowed-tools: Read, Glob, Grep\nrisk: unknown\nsource: community\n---\n\n# Game Design Principles\n\n> Design thinking for engaging games.\n\n---\n\n## 1. Core Loop Design\n\n### The 30-Second Test\n\n```\nEvery game needs a fun 30-second loop:\n1. ACTION → Player does something\n2. FEEDBACK → Game responds\n3. REWARD → Player feels good\n4. REPEAT\n```\n\n### Loop Examples\n\n| Genre | Core Loop |\n|-------|-----------|\n| Platformer | Run → Jump → Land → Collect |\n| Shooter | Aim → Shoot → Kill → Loot |\n| Puzzle | Observe → Think → Solve → Advance |\n| RPG | Explore → Fight → Level → Gear |\n\n---\n\n## 2. Game Design Document (GDD)\n\n### Essential Sections\n\n| Section | Content |\n|---------|---------|\n| **Pitch** | One-sentence description |\n| **Core Loop** | 30-second gameplay |\n| **Mechanics** | How systems work |\n| **Progression** | How player advances |\n| **Art Style** | Visual direction |\n| **Audio** | Sound direction |\n\n### Principles\n\n- Keep it living (update regularly)\n- Visuals help communicate\n- Less is more (start small)\n\n---\n\n## 3. Player Psychology\n\n### Motivation Types\n\n| Type | Driven By |\n|------|-----------|\n| **Achiever** | Goals, completion |\n| **Explorer** | Discovery, secrets |\n| **Socializer** | Interaction, community |\n| **Killer** | Competition, dominance |\n\n### Reward Schedules\n\n| Schedule | Effect | Use |\n|----------|--------|-----|\n| **Fixed** | Predictable | Milestone rewards |\n| **Variable** | Addictive | Loot drops |\n| **Ratio** | Effort-based | Grind games |\n\n---\n\n## 4. Difficulty Balancing\n\n### Flow State\n\n```\nToo Hard → Frustration → Quit\nToo Easy → Boredom → Quit\nJust Right → Flow → Engagement\n```\n\n### Balancing Strategies\n\n| Strategy | How |\n|----------|-----|\n| **Dynamic** | Adjust to player skill |\n| **Selection** | Let player choose |\n| **Accessibility** | Options for all |\n\n---\n\n## 5. Progression Design\n\n### Progression Types\n\n| Type | Example |\n|------|---------|\n| **Skill** | Player gets better |\n| **Power** | Character gets stronger |\n| **Content** | New areas unlock |\n| **Story** | Narrative advances |\n\n### Pacing Principles\n\n- Early wins (hook quickly)\n- Gradually increase challenge\n- Rest beats between intensity\n- Meaningful choices\n\n---\n\n## 6. Anti-Patterns\n\n| ❌ Don't | ✅ Do |\n|----------|-------|\n| Design in isolation | Playtest constantly |\n| Polish before fun | Prototype first |\n| Force one way to play | Allow player expression |\n| Punish excessively | Reward progress |\n\n---\n\n> **Remember:** Fun is discovered through iteration, not designed on paper.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n","# Game Design Principles\n\n> Design thinking for engaging games.\n\n---\n\n## 1. Core Loop Design\n\n### The 30-Second Test\n\n```\nEvery game needs a fun 30-second loop:\n1. ACTION → Player does something\n2. FEEDBACK → Game responds\n3. REWARD → Player feels good\n4. REPEAT\n```\n\n### Loop Examples\n\n| Genre | Core Loop |\n|-------|-----------|\n| Platformer | Run → Jump → Land → Collect |\n| Shooter | Aim → Shoot → Kill → Loot |\n| Puzzle | Observe → Think → Solve → Advance |\n| RPG | Explore → Fight → Level → Gear |\n\n---\n\n## 2. Game Design Document (GDD)\n\n### Essential Sections\n\n| Section | Content |\n|---------|---------|\n| **Pitch** | One-sentence description |\n| **Core Loop** | 30-second gameplay |\n| **Mechanics** | How systems work |\n| **Progression** | How player advances |\n| **Art Style** | Visual direction |\n| **Audio** | Sound direction |\n\n### Principles\n\n- Keep it living (update regularly)\n- Visuals help communicate\n- Less is more (start small)\n\n---\n\n## 3. Player Psychology\n\n### Motivation Types\n\n| Type | Driven By |\n|------|-----------|\n| **Achiever** | Goals, completion |\n| **Explorer** | Discovery, secrets |\n| **Socializer** | Interaction, community |\n| **Killer** | Competition, dominance |\n\n### Reward Schedules\n\n| Schedule | Effect | Use |\n|----------|--------|-----|\n| **Fixed** | Predictable | Milestone rewards |\n| **Variable** | Addictive | Loot drops |\n| **Ratio** | Effort-based | Grind games |\n\n---\n\n## 4. Difficulty Balancing\n\n### Flow State\n\n```\nToo Hard → Frustration → Quit\nToo Easy → Boredom → Quit\nJust Right → Flow → Engagement\n```\n\n### Balancing Strategies\n\n| Strategy | How |\n|----------|-----|\n| **Dynamic** | Adjust to player skill |\n| **Selection** | Let player choose |\n| **Accessibility** | Options for all |\n\n---\n\n## 5. Progression Design\n\n### Progression Types\n\n| Type | Example |\n|------|---------|\n| **Skill** | Player gets better |\n| **Power** | Character gets stronger |\n| **Content** | New areas unlock |\n| **Story** | Narrative advances |\n\n### Pacing Principles\n\n- Early wins (hook quickly)\n- Gradually increase challenge\n- Rest beats between intensity\n- Meaningful choices\n\n---\n\n## 6. Anti-Patterns\n\n| ❌ Don't | ✅ Do |\n|----------|-------|\n| Design in isolation | Playtest constantly |\n| Polish before fun | Prototype first |\n| Force one way to play | Allow player expression |\n| Punish excessively | Reward progress |\n\n---\n\n> **Remember:** Fun is discovered through iteration, not designed on paper.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n",{"name":5,"risk":44,"source":35,"description":7,"allowed-tools":45},"unknown","Read, Glob, Grep","master","dff58085da947e81e8418c922055644bf0082b1b","other\u002Fgame-development\u002Fgame-design","https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills","https:\u002F\u002Fgithub.com\u002Freikiplanet","https:\u002F\u002Fwww.reiki-planet.com","Reiki Planet Game","2026-03-29 06:02:29",{"source":8,"skillName":5,"commands":55,"prompt":65,"zipAvailable":66},[56,59,62],{"tool":57,"command":58},"npx","npx skills add reikiplanet\u002Fdaoskills --skill game-design",{"tool":60,"command":61},"bunx","bunx skills add reikiplanet\u002Fdaoskills --skill game-design",{"tool":63,"command":64},"pnpm","pnpm dlx skills add reikiplanet\u002Fdaoskills --skill game-design","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Freikiplanet\u002Fdaoskills\u002Fblob\u002Fmaster\u002Fother\u002Fgame-development\u002Fgame-design\u002FSKILL.md",true,[],[69,91,103,118,138,161],{"skillNo":70,"name":71,"nameZh":6,"description":72,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":73,"categories":74,"keywords":75,"publishedAt":39},"01M6G614JTEQJHPT8AKK3YQ18S","web-games","Web browser game development principles. 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