What problem does it solve? Game features often ship technically correct but feel flat because appeal is never the objective during implementation, and magnitudes typed from intuition default to timid. This Skill forces emotional targets, dial settings, and measured reference budgets before any gameplay or animation code is written, then verifies fun through deterministic checks, bot playtests, and blind judges instead of taste. ## Core Features & Use Cases - Pre-code design procedure: Commits per-component emotional targets, three dials (failure, scarcity, intensity), boundary rules for mixed designs, and a signed metric table in a design-decisions artifact before any code. - Reference measurement: Replaces guessed durations, angles, and scales with frame-by-frame measurements of a shipped game in the target genre, recorded as the project's budget. - Perceive loop and bot playtests: Renders frames, runs deterministic checks with negative fixtures, plays the loop with persona bots producing signed metrics, and uses blind judges whose disagreements fix the checks. - Use Case: When asked to make a potion-pour animation feel good, it measures a reference game first, replaces the small-angle cap, linear fill, and crispEdges quantization rather than tuning around them, then verifies the result on rendered frames. ## Quick Start Use the fun-game-design skill to review my game mechanic and produce a design-decisions document before writing any gameplay code.