davila7-game-design
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amp
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opencode
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kimi-cli
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codex
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gemini-cli
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Skill 文档
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 â Player does something
2. FEEDBACK â Game responds
3. REWARD â Player feels good
4. REPEAT
Loop Examples
| Genre | Core Loop |
|---|---|
| Platformer | Run â Jump â Land â Collect |
| Shooter | Aim â Shoot â Kill â Loot |
| Puzzle | Observe â Think â Solve â Advance |
| RPG | Explore â Fight â Level â 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 â Frustration â Quit
Too Easy â Boredom â Quit
Just Right â Flow â 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
| â Don’t | â 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.