game-design

game-design is a skill for Claude Code, Codex from MisonL/Ling. It costs 23 tokens per session (867 once invoked), scanned A, original, MIT.

A guide to designing games around a repeating player loop: action, response, reward, and repetition. It also covers game design documents, player motivation, difficulty, and progression.

In plain words
What is it for?
Use it to define a game's core loop, write a game design document, plan rewards and progression, and balance difficulty for different players.
Why use it?
It helps turn a broad game idea into a clear playable experience. It provides ways to check whether the game is too easy, too hard, or missing satisfying feedback and goals.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/misonl/ling/game-design
Any agent
npx skills add MisonL/Ling --skill game-design
Clone the repo
git clone --depth 1 https://github.com/MisonL/Ling

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/misonl/ling/game-design.svg)](https://agentmods.dev/skills/misonl/ling/game-design)
Your own site
<a href="https://agentmods.dev/skills/misonl/ling/game-design"><img src="https://agentmods.dev/badge/skills/misonl/ling/game-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 867 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00023 $0.00867
Opus 5 $0.00012 $0.00434
Sonnet 5 $0.00005 $0.00173
Haiku 4.5 $0.00002 $0.00087

Measured 4d ago against content hash 0ffc13944146, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-design scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.agents/skills/game-development/game-design/SKILL.md · 130 lines

What it actually says

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。

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 130 lines · 23 tokens per session scan A 0ffc13944146

Subscribe to this mod's changes

game-design is a skill published in the GitHub repository MisonL/Ling (8 stars, last pushed 5mo ago), licensed MIT. It adds 23 tokens to every session and 867 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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