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async-and-social

Social and competitive design that does not require players to be online together: ghost/replay data, leaderboards, asynchronous PvP, offline vulnerability, and anti-snowball mechanics. Use when adding leaderboards or high-score tables, designing ghost races or replay challenges, letting players attack or compete against absent opponents, deciding what social signal a single-player game should carry, or when matches and runs feel decided in the first minutes. Anti-snowball applies to single-player roguelikes and simulations too, not just PvP. For real-time multiplayer architecture, matchmaking, guilds, and moderation, this skill deliberately does not cover them โ€” those are large specialities and belong in dedicated references.

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Source facts

Repository
rbergman/dark-matter-marketplace
Last source activity
August 8, 2026 at 17:15
Detected SKILL.md language
English
Stars
11
Forks
5

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