game design goal framing

    1

    Transform vague game feature ideas into actionable design goals with clear success criteria and constraints.

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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 goal framing

    Example session with this skill installed

    We want to add a 'Daily Login Streak' system to our mobile RPG. It feels like we need more retention, but I'm not sure how to frame it beyond just giving away free stuff.

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

    I have framed the 'Daily Login Streak' feature into a formal design goal to ensure it drives retention without devaluing the in-game economy.

    Feature Goal Framing: Daily Login Streaks

    CategoryDefinition
    Goal StatementIncrease D7 retention by 15% by introducing a progressive 7-day login streak system that rewards consecutive active sessions, measured by session frequency and claim rates within the first month of launch.
    PurposeTo transform erratic player sessions into a daily habit. It addresses the "forgetfulness" drop-off by providing a tangible, escalating reason to open the app, shifting player behavior from reactive to scheduled play.
    FitConnects directly to the 'Energy' replenishment loop. By timing rewards to peak energy refresh periods, it encourages players to not just log in, but to spend their currency immediately, fueling the core combat loop.
    Success CriteriaPlayer-facing: 60% of active users reach a 3-day streak; 25% reach a 7-day streak. KPI-facing: 15% lift in D7 retention; 5% increase in daily active users (DAU) over baseline.
    ConstraintsEconomy: Total weekly reward value must not exceed 200 Gems (approx $2 USD value). Tech: Must handle timezone resets gracefully without allowing "double-dipping" exploits.

    Next steps

    1. Review the Gem reward cap with the economy designer to ensure it doesn't cannibalize IAP.
    2. Define the visual feedback for a "broken streak" to encourage the use of 'streak repair' items.
    3. Map the UI placement to ensure it is the first thing seen upon app launch.

    game-design-goal-framing.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

    Define clear success signals for new game mechanics.Prevent scope creep by setting hard design constraints.Align team stakeholders on a single feature vision.Evaluate if a feature fits the existing core game loop.

    About this skill

    The problem

    Game features often enter development as vague ideas or "cool" concepts without a clear purpose. This leads to circular design discussions, scope creep, and mechanics that don't actually support the core game loop.

    What it does

    • Synthesizes fuzzy feature ideas into formal goal statements.
    • Evaluates how a new system fits into existing game loops and player expectations.
    • Defines specific success criteria using player-facing signals and KPIs.
    • Identifies hard constraints regarding time, resources, and technical debt.

    Why this beats prompting it yourself

    General LLMs tend to be overly agreeable, often expanding on bad ideas rather than questioning their utility. This skill applies a rigid framing process that forces clarity on "why" a feature should exist before a single line of code or asset is created.

    Use cases

    • Validating a new "live ops" event concept before production.
    • Defining the scope for a major combat system overhaul.
    • Aligning a multi-disciplinary team on the specific purpose of a new UI flow.
    • Evaluating third-party feature requests against the current game strategy.

    How to install

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

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