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Get Started Free →Design, inspect, or repair game mechanics, core loops, rules, goals, actions, state, chance, secrets, skills, and emergent dynamics. Use when building gameplay systems, combat, puzzles, progression, simulations, board/card mechanics, or any feature where rules create player behavior.
.claude/skills/hashgraph-online-game-mechanics-design/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 6% | 0% |
| case-04 | ✗→✓ | ▲ Improved | 22% | 0% |
| case-06 | ✗→✓ | ▲ Improved | -8% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 7% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 3% | 0% |
Use this skill to make gameplay systems explicit enough for an AI coding agent to implement, test, and tune. The mechanic spec should separate rule structure from presentation so the same idea can be prototyped cheaply before polish.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 12-14 on mechanics, balance, and puzzles. The workflow is transformed and paraphrased.
Supporting source: MDA, which helps distinguish coded mechanics from the player-visible dynamics and aesthetic experience they produce.
Mechanic Brief: player promise, core loop, and intended dynamics.Rules Model: state, objects, actions, rules, goals, and information.Implementation Notes: data structures, tunable constants, edge cases, and instrumentation.Failure Modes: exploits, dead ends, unreadable outcomes, and boring optimal play.Test Scenarios: deterministic cases the agent can implement.Before producing a mechanic spec, read:
references/core/guide.mdworkflows/mechanic-spec.mdOther measured skills in the registry, with their headline benchmark lift.