game-designlisted
Install: claude install-skill aiskillstore/marketplace
# Game Design Principles
> Design thinking for engaging games.
---
## 1. Core Loop Design
### The 30-Second Test
```
Every game needs a fun 30-second loop:
1. ACTION → Player does something
2. FEEDBACK → Game responds
3. REWARD → Player feels good
4. REPEAT
```
### Loop Examples
| Genre | Core Loop |
|-------|-----------|
| Platformer | Run → Jump → Land → Collect |
| Shooter | Aim → Shoot → Kill → Loot |
| Puzzle | Observe → Think → Solve → Advance |
| RPG | Explore → Fight → Level → Gear |
---
## 2. Game Design Document (GDD)
### Essential Sections
| 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 |
### Principles
- Keep it living (update regularly)
- Visuals help communicate
- Less is more (start small)
---
## 3. Player Psychology
### Motivation Types
| Type | Driven By |
|------|-----------|
| **Achiever** | Goals, completion |
| **Explorer** | Discovery, secrets |
| **Socializer** | Interaction, community |
| **Killer** | Competition, dominance |
### Reward Schedules
| Schedule | Effect | Use |
|----------|--------|-----|
| **Fixed** | Predictable | Milestone rewards |
| **Variable** | Addictive | Loot drops |
| **Ratio** | Effort-based | Grind games |
---
## 4. Difficulty Balancing
### Flow State
```
Too Hard → Frustration → Quit
T