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game-design
Game design principles. GDD structure, balancing, player psychology, progression.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Game design principles. GDD structure, balancing, player psychology, progression.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Condenses harness .md prompts (.claude/agents, commands, rules, skills) using caveman full + Opus, without losing information. Compresses verbose prose and tables, preserves code blocks/URLs/inline-code/headings via a deterministic gate. Overwrites in place (git is the review safety net). Use when asked to "condense/compress/shorten the agents/commands/rules/skills in .claude".
Audit .claude/agents/*.md frontmatter descriptions against the routing-description standard (condition-shaped, "Use proactively", 40-600 chars) and sync them with the project's CLAUDE.md `## Workflow & Agents` table or free-text mentions. Fixes descriptions in place, fixes stale/missing table rows, flags orphaned agents. Works on any existing project — not just one scaffolded by aia-harness. Use standalone, or after adding/editing agents by hand.
Generate or refresh rich intermediate CLAUDE.md files for strategic subdirectories of the target project. Reads .claude/rules/ (recursive), analyzes actual source files, maps rules to domains, and generates domain-specific CLAUDE.md with Key patterns, Applied rules, and Local conventions sections. Two-phase: map → approve → generate with diffs. Use after /aia-harness:init (step 5.6), or standalone to refresh existing files.
Seeds unit tests in a project that has none — installs the recommended framework for the stack, writes a real test in an existing module, wires the `test` script, and runs until green. Use when the project has no tests, when asked to "configure tests", "setup tests", "add tests", or "create test suite".
Use when setting up, scaffolding, bootstrapping, or improving a Claude Code "harness" for a project — hooks, skills, agents, rules, settings.json, .mcp.json, settings.local.json, worktree config, or per-domain CLAUDE.md. Triggers on "set up Claude Code", "harness engineering", "scaffold hooks/rules", "configure this project for Claude", "bootstrap .claude".
Review and upgrade the routing descriptions of candidate agents under templates/ (ECC, ag-kit, first-party) so each follows the best-practice standard — condition-shaped, with "Use proactively" and explicit trigger conditions. Writes the canonical description into the matching *_AGENT_WHEN_TO_USE map, propagates it into every agent file, and verifies the integrity gate. Use after editing any candidate agent, or standalone to sweep all of them.
| name | game-design |
| description | Game design principles. GDD structure, balancing, player psychology, progression. |
| allowed-tools | Read, Glob, Grep |
Design thinking for engaging games.
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
| Genre | Core Loop |
|---|---|
| Platformer | Run → Jump → Land → Collect |
| Shooter | Aim → Shoot → Kill → Loot |
| Puzzle | Observe → Think → Solve → Advance |
| RPG | Explore → Fight → Level → Gear |
| 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 |
| Type | Driven By |
|---|---|
| Achiever | Goals, completion |
| Explorer | Discovery, secrets |
| Socializer | Interaction, community |
| Killer | Competition, dominance |
| Schedule | Effect | Use |
|---|---|---|
| Fixed | Predictable | Milestone rewards |
| Variable | Addictive | Loot drops |
| Ratio | Effort-based | Grind games |
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 |
| Type | Example |
|---|---|
| Skill | Player gets better |
| Power | Character gets stronger |
| Content | New areas unlock |
| Story | Narrative advances |
| ❌ Don't | ✅ Do |
|---|---|
| Design in isolation | Playtest constantly |
| Polish before fun | Prototype first |
| Force one way to play | Allow player expression |
| Punish excessively | Reward progress |
Remember: Fun is discovered through iteration, not designed on paper.