game-design-one-thing-to-remove
Installation
SKILL.md
Game Design One Thing To Remove
Improve the design by cutting one thing, not by adding three more.
Use this skill when a design would likely become better through subtraction. The goal is not to nitpick random dislikes. The goal is to identify the one removal with the highest leverage: the thing whose absence would most improve clarity, pacing, focus, emotional impact, usability, production efficiency, or strategic coherence.
Read references/removal-lenses.md when deciding what kind of thing is most worth cutting.
Read references/evaluation-patterns.md when you need the exact output pattern.
What to produce
Produce:
- Design read - what the design is trying to do
- Removal candidate - the one thing to remove
- Why this removal has highest leverage - why this cut matters more than others
- What improves if removed - concrete downstream effects
- Tradeoff - what value is lost too
- Value-preserving alternative - how to keep the good part without the bad part, if needed
- Verdict - remove now, prototype without it, or cut later if evidence confirms