Manus에서 모든 스킬 실행
원클릭으로
원클릭으로
원클릭으로 Manus에서 모든 스킬 실행
시작하기$pwd:
game-design
// Game design principles. GDD structure, balancing, player psychology, progression.
$ git log --oneline --stat
stars:34,867
forks:5,753
updated:2026년 4월 13일 22:14
SKILL.md
// Game design principles. GDD structure, balancing, player psychology, progression.
[HINT] SKILL.md 및 모든 관련 파일을 포함한 전체 스킬 디렉토리를 다운로드합니다
| name | game-design |
| description | Game design principles. GDD structure, balancing, player psychology, progression. |
| risk | unknown |
| source | community |
| date_added | 2026-02-27 |
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.
This skill is applicable to execute the workflow or actions described in the overview.