| name | gameplay-mechanics |
| version | 2.0.0 |
| description | Use when implementing or refining concrete gameplay mechanics, feedback loops, combat, economy, progression, movement, event interactions, or balance iteration. |
| sasmp_version | 1.3.0 |
| bonded_agent | 01-game-designer |
| bond_type | PRIMARY_BOND |
| parameters | [{"name":"mechanic_type","type":"string","required":false,"validation":{"enum":["combat","movement","puzzle","progression","economy"]}},{"name":"complexity","type":"string","required":false,"validation":{"enum":["simple","moderate","complex"]}}] |
| retry_policy | {"enabled":true,"max_attempts":3,"backoff":"exponential"} |
| observability | {"log_events":["start","complete","error"],"metrics":["engagement_time","action_frequency","balance_score"]} |
Gameplay Mechanics
When to Use
Use this skill when:
- a task changes player verbs, mechanics, resource loops, combat, movement, progression, or balance behavior
- mechanic implementation needs feedback-loop, event, or tuning guidance
- a gameplay_designer or gameplay implementation slice needs reusable mechanics reference material
Do not use this skill when:
- the request is only high-level product strategy or architecture documentation
- the task is visual/UI presentation without changing gameplay rules or player verbs
Core Workflow
- Route through the appropriate professional gameplay slice before presenting gameplay conclusions.
- Read
references/full-guidance.md for detailed mechanics patterns, code examples, balance loops, and troubleshooting.
- Tie each mechanic change to an observable player-facing behavior and a verification command or playtest note.
Supporting Files
references/full-guidance.md: detailed original guidance, examples, patterns, and command/reference material.
Oasis7-Specific Surfaces
.agents/roles/gameplay_designer.md
doc/game/project.md
- gameplay/runtime tests or playtest evidence for changed mechanics
Known Failure Modes
- A mechanic that compiles can still feel wrong; include feedback timing and player-readable state in acceptance.
- Balance changes without instrumentation or replayable scenarios are hard to verify later.
- Avoid changing economy/progression constants without documenting the expected player impact.
Guardrails
- Keep this entrypoint concise; move heavy examples or catalog material to supporting files.
- Do not bypass oasis7 task/worktree truth or professional role ownership when the workflow requires it.
- Do not present reference material as verified project behavior without checking the current repo state.
Verification
- Run the focused gameplay/runtime test or playtest harness tied to the mechanic.
- Run
./scripts/lint-skills.sh after skill edits.