game-design
Installation
SKILL.md
Game Design
What makes this experience worth having, and how does the design deliver it?
Establish the promise
Use the player's intended experience, audience, play context and production constraints to guide decisions. Ask only when an unresolved intention would change the direction. Otherwise make a concrete recommendation with explicit assumptions and continue the authorised work.
Fun can mean mastery, discovery, tension, humour, expression or comfort. A finite story can succeed without replay. Quietness and uncertainty can serve the experience. Do not replace the stated intention with retention, constant challenge, quick rewards or a larger possibility space.