game design peak end audit

    1

    Audit game experiences using the peak-end rule to ensure players remember highs and endings instead of friction.

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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 peak end audit

    Example session with this skill installed

    Audit the current boss fight ending: The boss dies, a loot window pops up immediately covering the death animation, and then the player has to manage their inventory to pick up 5 different items.

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

    The audit identifies a significant conflict between the emotional peak (victory) and the ending quality (inventory management). The current flow truncates the positive peak and replaces it with administrative friction.

    Audit Target

    • Target: Boss fight resolution and loot sequence.
    • Experience Window: From final blow to area exit.
    • Primary Player Segment: Mid-core grinders and first-time conquerors.

    Peak-End Profile

    • Strongest Peak: The moment of the boss's death (high relief/triumph).
    • Ending Shape: Sharp decline into administrative task (inventory management).
    • Remembered Summary: A chore-heavy wrap-up that dampens the victory high.

    Positive Peaks

    • The Kill: High intensity, immediate release of tension.
    • Loot Drop: Visual excitement of seeing rare items (currently obscured).

    Negative Peaks

    • UI Intrusion: The immediate popup interrupts the visual payoff of the death animation.

    Inventory Friction: The "Full Inventory" error or sorting task creates a frustration spike during the cool-down phase.

    Ending Quality

    Rating: Poor. The player leaves the experience thinking about grid management rather than their combat prowess. It lacks closure and replaces momentum with a stop-state.

    Likely Remembered Story

    "The fight was great, but dealing with the loot was a headache."

    Recommendations

    Delay UI Popups: Let the death animation play for 3-5 seconds. Use spatial loot drops (physically on the ground) instead of an immediate modal window to sustain the immersion of the win.
    2.

    Auto-Vacuum or Post-Process Loot: Send loot to a "lost items" box if the inventory is full, preventing the player from having to stop and delete items immediately after a peak moment.
    3.

    Add a Victory Lap: Provide a 30-second window of buffed movement speed or a "Return to Hub" portal that triggers a celebratory audio cue to end on a high note.

    Minimal Fix

    • Insert a 4-second delay before the loot UI appears and ensure the UI does not cover the center of the screen where the boss's death VFX occurs.

    Next steps

    • Review the inventory capacity limits for this specific dungeon tier.
    • Test the timing between the killing blow and the first UI interaction.

    game-design-peak-end-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 high-quality features are remembered as frustrating or flat.Audit reward sequences to ensure the ending frames the effort positively.Improve D1 retention by fixing weak session endings in onboarding.Prevent negative spikes from dominating the player's long-term memory.

    About this skill

    The problem

    Game features often receive high average scores during playtests but fail to drive long-term retention. Players frequently remember an entire level or event as frustrating or forgettable because the emotional peaks were weak or the ending left a sour aftertaste.

    What it does

    • Identifies the strongest emotional highs and lows to determine which specific moments will dominate a player's long-term memory.
    • Audits the ending sequence, including reward ceremonies and exit states, to ensure players leave with momentum or satisfaction.
    • Diagnoses "memory dominance" risks where a single negative spike poisons the perception of an otherwise high-quality experience.
    • Generates specific design actions to amplify positive peaks, soften frustration spikes, and reorder events for better emotional impact.

    Why this beats prompting it yourself

    General LLMs evaluate pacing as a flat average of "good" or "bad." This skill applies specific behavioral psychology via the peak-end rule to prioritize the weight of endings and intensity spikes over average duration, preventing the "forgettable average" trap that generic prompts miss.

    Use cases

    • Reviewing onboarding flows to ensure the first session ends on a high note that drives day-two retention.
    • Auditing boss fight resolutions to verify the reward ceremony matches the preceding effort.
    • Analyzing event wrap-ups to prevent "admin sludge" or UI friction from contaminating the player's final impression.
    • Refining defeat screens to replace frustration with a remembered sense of "one more try" momentum.

    Known limitations

    Requires a detailed breakdown of the player journey or sequence to be audited. Does not provide technical implementation code for game engines.

    How to install

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

    ~30 seconds
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