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game-mobile-design
Mobile game design patterns — session design, retention mechanics, notification strategy, portrait/landscape, battery/thermal constraints, FTUE
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Mobile game design patterns — session design, retention mechanics, notification strategy, portrait/landscape, battery/thermal constraints, FTUE
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Asset Hunter Pro — unused asset detection, dependency graph, duplicate finder, project cleanup automation for Unity
Author game-design diagrams (quest trees, economy flows, narrative branches, level layouts) from copy-ready Mermaid templates. Authoring only — NOT an adapter.
DOTS RPG grid inventory, item passive effects, and set bonuses — polyomino placement, rotation, auto-fit, PassiveEffectSystem, ItemSetBonusSystem, ModifierSource.ItemPassive/ItemSet.
Practical tools and validation methods for game balance — DPS calculators, EHP formulas, spreadsheet layouts, stat audits, difficulty spike detection
GDD structure, templates, and living documentation patterns for game projects — wiki pages, design docs, section layout, sync triggers
Game feel and juice — screen shake, hit stop, particles, animation curves, input responsiveness, feedback timing. Makes actions feel satisfying.
| name | game-mobile-design |
| description | Mobile game design patterns — session design, retention mechanics, notification strategy, portrait/landscape, battery/thermal constraints, FTUE |
| effort | medium |
| keywords | ["mobile design","mobile game","UX","design"] |
| version | 1.2.0 |
| origin | theonekit-designer |
| repository | The1Studio/theonekit-designer |
| module | design-base |
| protected | false |
→ See references/session-design.md for session bookends, micro-session patterns, idle rewards
→ See references/retention-mechanics.md for event cadence, notification timing, social hooks
→ See references/platform-constraints.md for safe area implementation, quality tiers, network handling
| Decision | Mobile Rule |
|---|---|
| Session target | 15-20 min, 3-5 sessions/day |
| First win | Always guaranteed in tutorial |
| Notifications | Max 2/day, opt-in, respect quiet hours |
| Frame rate default | 30fps (battery); 60fps opt-in |
| Initial download | <150MB |
| Orientation | Portrait OR landscape — never both |
| Offline cap | 8-12 hour idle reward accumulation |
| # | Anti-Pattern | Problem | Fix |
|---|---|---|---|
| 1 | Session too long (>30 min) | Players drop mid-session | Design natural 15-min pause points |
| 2 | Aggressive notifications (5+/day) | Uninstall spike | Max 2/day, content-relevant, opt-in |
| 3 | Strict streak punishment | Casual players quit after 1 miss | Gentle reset — keep streak bonus, not penalty |
| 4 | Uncapped frame rate | Thermal throttling, battery drain | Lock to 30fps default, 60fps toggle |
| 5 | No safe area insets | UI clipped by notch/pill | Apply Screen.safeArea on all edge UI |
| 6 | Global leaderboards only | New players always last | Friends + rank-range leaderboards |
game-economy-design — Session economy rhythm, daily quest rewards, ad integrationgame-ux-design — HUD layout for mobile, FTUE flow, onboarding UXpuzzle-game-design — Casual mobile puzzle pacing and session design| File | Coverage |
|---|---|
references/session-design.md | Session structure, micro-sessions, offline progress, loading |
references/retention-mechanics.md | D1/D7/D30 targets, daily quests, FTUE, win-back, social |
references/platform-constraints.md | Battery, thermal, memory tiers, app size, screen/orientation |