Agent skill

Game Design

by ericrisco in ericrisco/rsc-harness

A skill your agent uses when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves…

MITAuto-check passedGame Development

Install Game Design

skills CLI
$ npx skills add ericrisco/rsc-harness --skill game-design -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ericrisco/rsc-harness game-design --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-design .claude/skills/game-design && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
game-design
GitHub stars
174
Token cost
~3.6k tokens
SKILL.md length
1,817 words
Files
6 (incl. references)
Skills in repo
233
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves…

  • Repairing what makes a game fun — verbs and mechanics
  • SKILL.md covers Loops: moment-to-moment →…, MDA: the working lens, Progression & economy and Difficulty & balancing, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Moment-to-moment/session/meta loops

What it does

Game Design is an agent skill from ericrisco/rsc-harness. Use when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves, dominant strategies, juice, prototyping and scope. NOT engine code (that is godot), NOT story (that is game-storytelling), NOT level layout (that is level-design).

Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/mechanics-and-loops.md`).

It sits in Game Development, covering Game design, Game development and Storytelling. It works with Godot. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.

When your agent uses it

  • Repairing what makes a game fun — verbs and mechanics
  • Moment-to-moment/session/meta loops
  • Economy faucets and sinks
  • Difficulty curves

Example prompts

  • “/game-design”

What it can do on your machine

Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Design loads about 3.6k tokens when it runs, and up to ~8k if it reads all its reference files. Until then it costs about 89 tokens; SKILL.md has 1,817 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~89
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,817 words, ~3,632 tokens.

Download SKILL.mdSave it as .claude/skills/game-design/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
game-design
description
Use when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves, dominant strategies, juice, prototyping and scope. NOT engine code (that is `godot`), NOT story (that is `game-storytelling`), NOT level layout (that is `level-design`).
tags
game-design, mechanics, core-loop, balancing, progression, playtesting, scope, fun
recommends
level-design, game-storytelling, godot, unity, unreal
profiles
full
origin
risco

Design games that are fun on purpose

Engine-agnostic game design: mechanics, loops, progression, economy, balance, feel, and the discipline of prototyping and scope. No engine APIs live here — when the design is settled, the implementation belongs to godot, unity, or unreal.

Two premises govern everything below. Fun is discovered, not designed — you cannot reason your way to a fun game on paper, you find it by building the smallest playable version and playing it, so every hour spent planning a mechanic you have not prototyped is an hour spent guessing. And a game is the set of verbs it gives the player plus the loops those verbs live in — art, story, and levels dress that skeleton; if the skeleton is not fun in greybox, nothing dresses it into fun.

Route elsewhere when the ask is not design:

The askRoute toWhy not here
Write the movement/AI/shader/save codegodot / unity / unrealThis skill decides what to build; the engine skill builds it.
Author the story, dialogue, characters, loregame-storytellingNarrative design is its own craft; this skill owns systems and verbs.
Lay out a level, encounter, or world maplevel-designSpatial/encounter design applies the mechanics this skill defines.
Netcode, prediction, lag compensationgamedev-multiplayerA technical domain, not core design intent.
Ship / store page / build pipelinegamedev-shippingRelease logistics, not design.

Loops: moment-to-moment → session → meta

A game is loops nested inside loops. Each layer must reward on its own and feed motivation to the layer above it.

text
moment-to-moment  (seconds)   the primary verb: aim+fire, jump, place, click, parry
        │  feeds
session loop      (minutes)   a run / match / mission: setup → tension → resolution
        │  feeds
meta loop         (sessions)  mastery, unlocks, collection, rank — why you return tomorrow
  • Moment-to-moment first. The thing the player does constantly must feel good with no goal attached — jumping in Mario is fun in an empty room. If this layer is flat, no progression system rescues it. (Bungie's "30 seconds of fun" rule: perfect the small loop, then repeat it.)
  • Session loop gives a run shape — a beginning, a rising middle, a payoff. It should end on a hook (almost-had-it, one-more-run).
  • Meta loop is the reason-to-return: it spends the currency and mastery earned in sessions on lasting change (new verbs, new options, status).
  • Reward funding. A reward at one layer should fund desire at the next. Misfunded loops fail predictably: fun moment-to-moment + empty meta = "great but I bounced"; rich meta + flat moment-to-moment = "I grind and I don't know why."

Depth vs breadth of loops, feedback-loop math, and worked loop teardowns: references/mechanics-and-loops.md.

MDA: the working lens

Mechanics → Dynamics → Aesthetics. The designer authors Mechanics (rules, entities, numbers). At runtime those produce Dynamics (emergent behavior as players interact). Players only ever feel the Aesthetics (the emotional response). You design left-to-right; the player experiences right-to-left — so you must reason backward from the feeling you want to the rule that causes it.

  • "Fun" is not a design target — name the aesthetic. MDA's vocabulary: sensation, fantasy, narrative, challenge, fellowship, discovery, expression, submission (relaxation). "Make it more fun" is unactionable; "raise the challenge and discovery, drop the submission" is a to-do list.
  • Design the verbs, not the features. The verb set is the game. A tight set of verbs with deep interaction (chess, Tetris) beats a wide set of shallow ones. Before adding a feature, ask: does it add a verb, deepen an existing verb, or just add a number?
  • Second-order design. Ask what the rule makes players do, not what it literally says. Every incentive is also a de-incentive for everything else — rewarding kills steals attention from exploring.

The eight aesthetics with examples, emergence vs scripted content, and interaction-depth heuristics: references/mechanics-and-loops.md.

Progression & economy

Progression controls the rate at which the game reveals its depth; economy is the currency plumbing underneath it.

  • Pacing. Interleave tension and release; teach → test → twist. Run difficulty and novelty as two curves so a lull in one is covered by the other.
  • Unlocks earn their keep. Each unlock should add a verb or a meaningful choice, not just +10%. Gate content to pace the complexity the player must hold at once.
  • Currencies need distinct jobs. Soft (earned, spent freely) vs hard/premium (scarce). Never add a currency without a distinct sink it exists to feed — currencies without sinks are clutter.
  • Sinks and faucets. Faucets create currency; sinks destroy it. Balance the two or the economy drifts.

Model the drift with the core identity — no engine needed, a spreadsheet does it:

text
net_income_rate = faucet_rate − sink_rate
time_to_afford  = cost / net_income_rate          # tune this against desired pacing
cost(n)         = base × growth^n                 # escalating sink; growth ≈ 1.07–1.15
  • Avoiding runaway. If net_income_rate rises over time, costs must rise at least as fast or currency becomes meaningless (hyperinflation, trivialized late game). Fixes: escalating/exponential sinks, consumable sinks, caps, prestige resets.
  • Kill snowballs. Positive feedback loops (rich-get-richer) let a leader accelerate out of reach and end matches early. Counter with negative feedback / catch-up (rubber-banding, comeback mechanics, escalating cost of dominance) — tuned so it aids without feeling like punishment for winning.

Currency taxonomies, inflation math, prestige/reset design, and a balancing-spreadsheet layout: references/progression-and-economy.md.

Difficulty & balancing

  • The curve is a sawtooth, not a ramp. Rising baseline with peaks (bosses, gauntlets) and valleys (recovery, reward). Aim for the flow channel: challenge tracking skill, between boredom (too easy) and anxiety (too hard).
  • Few high-leverage knobs. Most balance lives in a handful of variables (damage, health, spawn rate, cost, cooldown). Identify them, tune one at a time, and never chase a symptom by touching five knobs at once.
  • Data-driven balance. Externalize tunables into data (tables/config), not hard-coded constants, so designers iterate without a rebuild and you can diff and A/B numbers. (The engine skill wires the loader; this skill decides which numbers are tunable.)
  • Dominant strategies kill choice. When one option strictly beats the rest, all other choices die. Hunt them in playtest data and telemetry; fix by nerfing the outlier or buffing counters toward intransitive balance (rock-paper-scissors: every option beaten by another).
  • Perceived ≠ actual difficulty, and difficulty options/accessibility widen the audience — decouple challenge from exclusion.

Flow-channel tuning, dominant-strategy detection, symmetry vs asymmetry, and difficulty-option patterns: references/progression-and-economy.md.

Feel / "juice" (as design intent)

Game feel is the tactile sensation of control — the moment-to-moment made physical. It is a design concern here; the engine skills implement the effects.

  • Every input needs an immediate, legible reaction — visual, audio, and/or haptic. Perceived latency is the enemy; responsiveness beats fidelity.
  • Juice vocabulary (specify the intent, let the engine do it): hit-stop / hit-pause (freeze a few frames on impact to sell weight), screenshake (scaled to significance, never gratuitous), anticipation & follow-through and squash-and-stretch (animation principles that read intent), particles, easing/tweening curves, and layered sound.
  • Feel is often hidden generosity. Coyote time, input buffering, and forgiveness windows make a game feel fair and responsive without the player ever knowing why.
  • Design-level, not code-level here. Decide what should feel weighty and why; specify the effect and its trigger. The keyframes, curves, and shaders belong to godot / unity / unreal.
Show full SKILL.md (725 more words)Show less

Prototyping & playtesting

  • Prototype the riskiest assumption first. Whatever most determines whether the game works — prove or kill it before building anything else.
  • Paper → greybox → vertical slice. Test rules and economies on paper/cards; test mechanics in an untextured blockout; only then build a polished slice. Find the fun before you buy the art.
  • Watch, don't coach. In a playtest, shut up and observe. Note confusion, boredom, and quit points. The first-time experience is gold and you get it exactly once per tester.
  • Behavior over opinion. Players are unreliable at saying what is wrong but reliable at signaling that something is. Weight what they do over what they say. Measure both: qualitative (struggle/quit points, think-aloud) and quantitative (completion rate, time-per-section, death heatmaps, D1/D7 retention).
  • Kill your darlings. Cut any mechanic that does not serve the core loop, however clever. A pile of clever unrelated mechanics is not a game.
  • Scope is the #1 reason indie games die — not talent, not tools. Cut features, not quality. A finished small game beats an unfinished ambitious one. Define the "one thing" the game is about and protect it ruthlessly; build a vertical slice, not a broad shallow map of half-features.

Playtest protocols, metrics/retention definitions, the prototyping ladder, and concrete scope-cutting tactics: references/playtesting-and-scope.md.

Documenting design

  • One page that lives beats a 100-page bible that dies. Nobody reads the bible; it is stale the day after it is written. Write a living one-pager and let it grow only where a real decision needs recording.
  • The one-pager holds: the hook / fantasy, the core loop, the verb set, the target aesthetic (named MDA emotion), the MVP scope, and — explicitly — what is out.
  • Design pillars (2–4 words each, e.g. "tense stealth", "readable chaos") are decision filters: every feature must serve a pillar or it is cut. Pillars end arguments faster than any spec.
  • Keep it a communication tool, not an archive. A wiki page beats a locked document; version it, link it, prune it.

Anti-patterns

Anti-patternWhy it bitesDo instead
Designing on paper for months before buildingFun is only found by playingPrototype the riskiest assumption first
"Make it more fun" as a taskUnactionableName the target MDA aesthetic and the mechanic behind it
Adding features instead of deepening verbsWide-and-shallow, no masteryDeepen verb interaction before adding verbs
Currency with no sinkMeaningless clutter, inflationGive every currency a distinct sink or cut it
Faucets outpacing sinksHyperinflation, trivial late gameEscalating/consumable sinks, caps, prestige
Unchecked positive feedback loopLeader snowballs, match ends earlyAdd negative feedback / catch-up, tuned gently
One dominant strategy left standingChoice dies, meta collapsesNerf outlier / buff counters toward intransitive balance
Tuning five knobs at onceCan't attribute causeChange one high-leverage variable at a time
Hard-coded balance constantsNo iteration, no A/B, needs rebuildExternalize tunables into data
Guiding testers during playtestsContaminates the first-time signalWatch silently; weight behavior over opinion
Scope creep / feature list as ambition#1 indie killerCut features not quality; ship a vertical slice
100-page design bibleNobody reads it; goes staleLiving one-pager + pillars

Project grounding

If the workspace has a 02-DOCS/ harness, record the design in 02-DOCS/wiki/design/ — a game-design.md one-pager (hook, core loop, verbs, pillars, MVP scope, what's out) plus an economy.md if there is a currency system. Write each as an OKF v0.1 wiki article per the harness wiki-article-template.md: YAML frontmatter with a non-empty type: (use type: design), a timestamp in ISO 8601, and standard markdown links — never wikilinks. Index it in 02-DOCS/wiki/index.md. This is recorded, not gated — skip silently if there is no harness.

Checklist

  • The core verb is named and is fun in greybox with no goal attached.
  • The three loops (moment-to-moment / session / meta) are identified and each is reward-funded by the layer below.
  • The target aesthetic is named (MDA vocabulary), not "fun".
  • Every currency has a distinct sink; faucets vs sinks are modeled and do not run away.
  • Difficulty follows a sawtooth in the flow channel; high-leverage knobs are identified and data-driven.
  • No dominant strategy survives; options are intransitively balanced.
  • Feel/juice intent is specified (what + why), deferred to the engine skill for how.
  • The riskiest assumption was prototyped and playtested; behavior (not just opinion) was observed.
  • Scope is cut to a vertical slice; a one-page living doc + pillars exist, not a bible.
  • Engine specifics were deferred to godot/unity/unreal; narrative to game-storytelling; layout to level-design.

© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (references) in skills/game-design of ericrisco/rsc-harness.

  • SKILL.md
  • evals/README.md
  • evals/cases.yaml
  • references/mechanics-and-loops.md
  • references/playtesting-and-scope.md
  • references/progression-and-economy.md

Open the folder on GitHubat commit e3d5b33

Compare with similar skills

Game Design next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Design compared with similar skills
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Game Design this skillericrisco/rsc-harness174—~3.6kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Godot 3D World Buildingthedivergentai/GD-Agentic-Skills816—~3.3kAutomated safety check: PassLGPL-3.0
Godot Ability Systemjame581/GodotPrompter799—~3kAutomated safety check: PassMIT
Godot Adapt 3D To 2Dthedivergentai/GD-Agentic-Skills816—~4.5kAutomated safety check: PassLGPL-3.0
Godot Compositionthedivergentai/GD-Agentic-Skills816—~3.7kAutomated safety check: PassLGPL-3.0

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Works with

Questions about Game Design

What does Game Design do?

A skill your agent uses when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves…. Game Design is an agent skill from ericrisco/rsc-harness. Use when designing or repairing what makes a game fun — verbs and mechanics, moment-to-moment/session/meta loops, progression, economy faucets and sinks, difficulty curves, dominant strategies, juice, prototyping and scope.

When should I use Game Design?

Game Design fits situations like: repairing what makes a game fun — verbs and mechanics; moment-to-moment/session/meta loops; economy faucets and sinks; difficulty curves.

How do I install Game Design in Claude Code?

Run `npx skills add ericrisco/rsc-harness --skill game-design -a claude-code`. Or copy the skill folder (skills/game-design in ericrisco/rsc-harness) into .claude/skills/game-design in your project. Claude Code loads it when a task matches its description.

How do I install Game Design in Codex?

Run `npx skills add ericrisco/rsc-harness --skill game-design -a codex`. Or copy the skill folder (skills/game-design in ericrisco/rsc-harness) into .agents/skills/game-design in your project. Codex loads it when a task matches its description.

Can I use Game Design in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill game-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-design, .gemini/skills/game-design, .github/skills/game-design and .opencode/skills/game-design in your project.

What does Game Design need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Design is instructions for the agent only.

Does Game Design access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Design safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Design use?

Game Design is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Design use?

About 3.6k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.3k tokens, read only when the agent opens those files.

What are the alternatives to Game Design?

Skills that share tags, products or a category with Game Design: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 816 stars), Godot Ability System (jame581/GodotPrompter, 799 stars) and Godot Adapt 3D To 2D (thedivergentai/GD-Agentic-Skills, 816 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Design?

ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 174 GitHub stars. The repository holds 233 skills in this directory. The repository was last updated on October 7, 2026.

Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.