game-design

Design and evaluate tactical game mechanics with algorithmic pseudocode.

5|Updated Feb 5, 2026
One-click install
npx skills add https://github.com/roby2358/skills --skill game-design-roby2358
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-design
Source: https://github.com/roby2358/skills/tree/main/game-design
Command: npx skills add https://github.com/roby2358/skills --skill game-design-roby2358

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a structured methodology and checklist for designing, tuning, and reviewing mechanics in tactics and strategy games so decisions are readable, implementable, and fun rather than ad-hoc or unbalanced.

Core Features & Use Cases

  • DYNAMICS.md process: A step-by-step design journal workflow that forces theme-first thinking, selects key psychological drivers, and produces one-line mechanics and templates before implementation.
  • Mechanics-to-code discipline: Rules for converting mechanics into concise algorithmic pseudocode, avoiding snowflake implementations, and enforcing a stateful data model.
  • Tuning & strategy review: Heuristics for numerical tuning (halve/double), identifying anti-strategies, and ensuring rival NPCs and escalation mechanics remain predictable and counterable.
  • Use Case: When adding a new unit ability, use this Skill to name its driver, map it to an existing template, express its behavior in pseudocode, and run a strategy review to catch degenerate interactions.

Quick Start

Evaluate a proposed unit ability by naming its psychological driver, writing its one-sentence mechanic, and producing a five-line pseudocode description to validate implementability.

Frequently Asked Questions about game-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design balanced game mechanics for a turn-based tactics game?

Design balanced game mechanics by applying a theme-first DYNAMICS.md journal workflow that maps psychological drivers to concise algorithmic pseudocode and runs strategy reviews to expose anti-strategies.

What is the best way to tune unit abilities in strategy games?

Tune unit abilities in strategy games using halve/double numerical heuristics and strategy reviews to ensure rival NPCs and escalation mechanics remain predictable and counterable.

How do I convert game design mechanics into implementable pseudocode?

Convert game design mechanics into implementable pseudocode by expressing rules as concise algorithms, avoiding snowflake implementations, and enforcing a stateful data model for the mechanics.

Can I use this game design process for difficulty tuning in tactics games?

Yes, the game design process supports difficulty tuning in tactics games by applying heuristics to numerical balance and running strategy reviews to catch degenerate interactions and edge cases.

When do I need a DYNAMICS.md design journal for systems design?

You need a DYNAMICS.md design journal for systems design when adding new units or abilities, requiring a step-by-step workflow to select key psychological drivers and produce templates before implementation.

How do I catch anti-strategies and edge cases when adding a new unit ability?

Catch anti-strategies and edge cases when adding a new unit ability by naming its psychological driver, mapping it to an existing template, and running a strategy review to identify degenerate interactions.