game design smart goal audit

    1

    Audit and rewrite game design objectives using a SMART framework tailored for player experience and behavioral metrics.

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    game design smart goal audit

    Example session with this skill installed

    Audit this design goal: We want players to feel more powerful in the mid-game combat loop so they stick around longer.

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

    I have audited your combat design goal using the game-specific SMART framework.

    Goal: Players feel more powerful in the mid-game combat loop so they stick around longer.

    Type: Mixed (Experience + Metric)

    SMART Audit

    S – Specific: ⚠️ Partial. It identifies "mid-game combat," but "more powerful" is a broad sentiment. It doesn't specify which systems (spells, weapons, mobility) deliver this power.
    M – Measurable: ❌ Missing. There is no defined signal for "feeling powerful." Is it faster kill times, higher multi-kill frequency, or a specific survey score?
    A – Achievable: ✅ Strong. Tuning mid-game power curves is a standard design lever within team control.
    R – Relevant: ✅ Strong. Directly connects player experience to a business retention goal.
    T – Time-bound: ❌ Missing. There is no target milestone, sprint, or playtest date for when this feeling should be validated.

    Overall

    The goal identifies a critical retention lever but lacks any objective way to prove success. The biggest weakness is the lack of a behavioral proxy for "feeling powerful," making it impossible for a programmer or combat designer to know when they have hit the mark.

    Rewritten Goal

    Increase mid-game player power by reducing average Time-to-Kill (TTK) for Elite mobs by 20% [assumed: v1.4 balance pass], validated by a 15% increase in "Combat Satisfaction" scores in the Week 4 playtest and a measurable increase in D14 retention for the cohort.

    Assumptions: Targeting a 20% TTK reduction as the primary power proxy. Week 4 playtest is the evaluation gate.

    Next steps

    1. Define the baseline TTK for "Elite mobs" in the current build.
    2. Draft the "Combat Satisfaction" survey questions to isolate the "power" feeling.
    3. Schedule a balance pass specifically for mid-game weapon scaling.

    game-design-smart-goal-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

    Audit feature objectives in a GDD for clarity and measurability.Translate subjective player "feelings" into testable proxy metrics.Standardize success criteria across a multi-disciplinary game team.Refine studio OKRs to ensure they are achievable within a sprint.

    About this skill

    The problem

    Game design goals are often too vague to execute. Designers aim for subjective feelings like "make players feel powerful" without defining how to measure success or when to stop iterating.

    What it does

    • Classifies goals into Experience, Behavioral, Design Output, or Metric types to apply the right scrutiny.
    • Scores goals against Specific, Measurable, Achievable, Relevant, and Time-bound criteria using a game-specific lens.
    • Identifies missing proxy metrics for subjective "feeling" goals that usually escape measurement.
    • Provides a rewritten, actionable SMART version of every goal audited.
    • Flags misaligned design pillars that function as vague wishes rather than technical objectives.

    Why this beats prompting it yourself

    General AI audits fail to account for the unique nature of game development, where "fun" is a requirement but "fun" isn't a metric. This skill forces the transition from abstract intent to concrete observation methods, ensuring your design team has a clear definition of done.

    Use cases

    • Reviewing feature aims in a Game Design Document (GDD) before development starts.
    • Refining player experience targets for an upcoming playtest or milestone.
    • Turning vague studio OKRs into specific technical requirements for systems designers.
    • Onboarding junior designers by providing immediate, objective feedback on their goal-setting.

    How to install

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

    ~30 seconds
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      Unzip into your skills folder

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