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game-designlisted

Game design principles. GDD structure, balancing, player psychology, progression.
aiskillstore/marketplace · ★ 334 · Web & Frontend · score 83
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