| name | game-design |
| description | Game design principles — core loop, GDD, player psychology, difficulty balancing, progression |
Game Design Principles
Tham khảo từ agent-skills-hub/game-development/game-design.
1. Core Loop — The 30-Second Test
ACTION → FEEDBACK → REWARD → REPEAT
| Genre | Core Loop |
|---|
| Platformer | Run → Jump → Land → Collect |
| Shooter | Aim → Shoot → Kill → Loot |
| Puzzle | Observe → Think → Solve → Advance |
| RPG | Explore → Fight → Level → Gear |
| Racing | Drive → Drift → Boost → Win |
2. Game Design Document (GDD)
| Section | Content |
|---|
| Pitch | One-sentence description |
| Core Loop | 30-second gameplay |
| Mechanics | How systems work |
| Progression | How player advances |
| Art Style | Visual direction |
| Audio | Sound direction |
3. Player Psychology
| Type | Driven By |
|---|
| Achiever | Goals, completion |
| Explorer | Discovery, secrets |
| Socializer | Interaction, community |
| Killer | Competition, dominance |
Reward Schedules
| Schedule | Effect | Use |
|---|
| Fixed | Predictable | Milestone rewards |
| Variable | Addictive | Loot drops |
| Ratio | Effort-based | Grind games |
4. Difficulty Balancing — Flow State
Too Hard → Frustration → Quit
Too Easy → Boredom → Quit
Just Right → Flow → Engagement
| Strategy | How |
|---|
| Dynamic | Adjust to player skill |
| Selection | Let player choose |
| Accessibility | Options for all |
5. Progression Design
| Type | Example |
|---|
| Skill | Player gets better |
| Power | Character gets stronger |
| Content | New areas unlock |
| Story | Narrative advances |
Anti-Rationalization
| Excuse | Reality |
|---|
| "Core loop tự nhiên fun, không cần design" | Game không fun = không ai chơi |
| "GDD viết xong là xong" | GDD cần update liên tục |
| "Balancing sau, code trước" | Sai balance từ đầu → rewrite cả hệ thống |
Red Flags
- Core loop không fun trong 30s đầu
- Difficulty không có curve
- Progression không reward
Verification