Install any skill in seconds. Free to start, no credit card required.
Get Started Free →lingxling/game-design
Game design principles. GDD structure, balancing, player psychology, progression.
Passed 19 of 25 test cases with the skill, and 16 of 25 without it.
and 3 more in the full report
4 fixed15 passed either way5 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
We need to set up reward mechanics for three features in our game: milestone achievements, randomized loot drops, and long-term crafting grinds. Rather than using academic operant conditioning interval terms, what three reward schedule types apply to these features?
| Checked | Without skill | With skill |
|---|---|---|
| Assigns Fixed schedules to milestone rewards. | Passed | Passed |
| Assigns Variable schedules to loot drops. | Passed | Passed |
| Assigns Ratio schedules to effort-based grind mechanics. | Missed | Passed |
The instructions your model reads when the skill loads.
Design thinking for engaging games.
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
| Genre | Core Loop |
|---|---|
| Platformer | Run → Jump → Land → Collect |
| Shooter | Aim → Shoot → Kill → Loot |
| Puzzle | Observe → Think → Solve → Advance |
| RPG | Explore → Fight → Level → Gear |
| Section | Content |
|---|---|
| Pitch | One-sentence description |
| Core Loop | 30-second gameplay |
| Mechanics | How systems work |
| Progression | How player advances |
| Art Style | Visual direction |
test cases passed, vs 16 / 25 without
Published skills whose descriptions closely match this one, with their headline benchmark lift.
More skills from the same source and nearby in the registry, with their headline benchmark lift.