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simulation-first-design

Design for games whose primary loop runs without a human input: self-playing simulations, AI-versus-AI matches, autonomous world sims, spectator games, and any game balanced by a bot rather than a playtester. Use when the game plays itself or has zero human seats, when balancing via simulation runs instead of playtests, when deciding what a spectator needs to see, when a sim's output is unreproducible, or when a bot's clear rate is being treated as evidence about human play. Covers determinism and seeding as design requirements, spectator readability as the real UX surface, bot policy as the balance instrument and its blind spots, legibility of autonomous decisions, and what replaces playtesting when nobody plays. For the four-stage procedure proving one mechanic affects outcomes, use mechanic-ablation; this skill builds the instrument that runs on.

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Source facts

Repository
rbergman/dark-matter-marketplace
Last source activity
August 8, 2026 at 17:56
Detected SKILL.md language
English
Stars
11
Forks
5

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