game design attribution audit

    1

    Audit game mechanics using Attribution Theory to diagnose unfairness, reduce player churn, and improve feedback loops.

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    Works with the AI tools you already use

    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIGitHub CopilotGitHub CopilotGemini CLIGemini CLI+20 more

    game design attribution audit

    Example session with this skill installed

    Audit the 'Frostbite' mechanic in our survival game. Players lose 20% health instantly if they stay in shadows for 5 seconds. Feedback is a small blue icon. Players are complaining it's 'random'.

    • Read your context and instructions
    • Compiled the game design attribution
    • Generated the UI component

    The audit identifies a high risk of stable, external attribution. The instant health drop combined with a subtle UI cue makes the system appear arbitrary rather than a survival challenge the player can master.

    Audit Target

    • Mechanic: Frostbite (Shadow-based health drain)
    • Outcome: 20% instant health loss
    • Player Context: Exploration in survival environment

    Event Reconstruction

    • Player Action: Moving through shadows, likely focused on navigation or threats.
    • System Action: Timer triggers after 5 seconds of shadow contact, subtracting health.
    • Feedback: A small blue icon appears on the UI.
    • Gap: The punishment is binary and sudden, with no environmental "warning" state before the damage tick.

    Attribution Profile

    DimensionLikely player readingWhy
    LocusExternalThe damage feels like it "happens to" them from the system, not a result of a misplay.
    StabilityStablePlayers think "shadows are just broken/buggy" because the trigger feels inconsistent.
    ControllabilityLowWithout clear telegraphing, players feel they can't avoid what they can't see coming.

    Likely Player Interpretation

    "I was just walking and my health randomly dropped. This game is buggy and unfair."

    Fairness and Learning Diagnosis

    The fairness is low because the clarity does not match the severity of the punishment. A 20% health loss is a "high-stakes" event, but the "small blue icon" is low-clarity feedback. Players aren't learning the boundary of the shadow; they are just experiencing sudden loss.

    Risk Assessment

    High churn risk. The combination of low control and high punishment leads to learned helplessness. Players will avoid exploration to stay safe, breaking the core survival loop.

    Recommendations

    Add a Pre-damage State: Introduce a "shivering" screen overlay or frost effect on the camera during the 5-second window.
    2. Gradient Feedback: Change the blue icon to a filling meter that pulses as it nears the 5-second limit.
    3. Audio Cues: Add an audible teeth-chattering sound that increases in volume before the health tick occurs.

    Minimal Fix

    Add a screen-space frost vignette that intensifies over the 5 seconds spent in shadow, making the transition from "safe" to "danger" unmistakable.

    Next steps

    • Implement the screen vignette VFX.
    • Test if players can identify the shadow boundary without looking at the UI icon.
    • Monitor "unfairness" mentions in playtest logs after adding the telegraph.

    game-design-attribution-audit.tsx

    TSX · React component

    Generated

    Example file from a real run - the skill writes it into your workspace.

    Connects securely to your tools. The creator never sees your data.

    What you get

    Identify why players feel a specific game mechanic is 'cheating' or 'broken'.Transform 'cheap' deaths into 'learning moments' through better telegraphing.Evaluate if RNG outcomes will lead to player frustration or excitement.Audit onboarding flows to prevent early-game learned helplessness.

    About this skill

    The problem

    Game mechanics can be mathematically balanced yet feel "rigged" or unfair to players. When users can't trace a failure to their own actions, they stop learning, blame the system, and eventually churn.

    What it does

    • Evaluates player perception of causality across Locus, Stability, and Controllability dimensions.
    • Diagnoses root causes of "rage-quitting" such as weak telegraphing or hidden rules.
    • Reconstructs failure states from the player's perspective to identify feedback gaps.
    • Provides specific design interventions to shift external blame toward internal responsibility.

    Why this beats prompting it yourself

    This skill applies formal Attribution Theory to game design, moving beyond vague "fun" or "difficulty" critiques. It forces the AI to ignore designer intent and focus strictly on the psychology of player frustration, ensuring you catch learned helplessness patterns that generic prompts miss.

    Use cases

    • Auditing high-stakes boss fights to ensure deaths feel earned rather than cheap.
    • Evaluating loot drop or RNG systems to prevent players from feeling targeted by the engine.
    • Reviewing onboarding tutorials where early mistakes might lead to permanent confusion.
    • Analyzing competitive losses to maintain sportsmanship and minimize toxicity.

    Known limitations

    Does not perform mathematical balancing or simulate actual play sessions; requires a detailed description of the mechanic and feedback loop to be effective.

    How to install

    Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.

    ~30 seconds
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      Download the ZIP

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      Unzip into your skills folder

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      Ask your agent to use it

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