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.