implementing-gameplay-invariants

Installation
SKILL.md

Implementing Gameplay Invariants

Purpose

Turn design intent into concrete implementation constraints. This skill sits between game design and engine-specific coding: it converts statements such as "mashing should be worse than timed play" into invariants, implementation patterns, and validation checks that can be applied in any engine.

Use this skill even without designing-mini-games when a game spec contains risk/reward prose but does not say how the code will enforce it.

If the game has no design spec yet, start with designing-mini-games (it covers one-button and multi-input briefs).

When to Use

  • Implementing a game mechanic from a design spec or README.
  • Reviewing code against a design spec before running a balance test.
  • A checker or simulation shows mono_dominant, tied, or repeated-input dominance, and you already know which design promise needs a code-level invariant.
  • The design mentions idle weakness, hold-only weakness, mashing weakness, safe waiting, cooldowns, combos, scoring pulses, shields, charges, or invulnerability.
  • The implementation is engine-specific, but the failure mode is rule-level rather than API-level.

When Not to Use

Installs
41
GitHub Stars
36
First Seen
May 17, 2026