Game Production Decision Toolkit
Decide what deserves to be built before it becomes expensive. This 6-skill bundle combines red-team analysis, scope reduction, uncertainty mapping, feature prioritization, KPI coverage, and team capability analysis into a practical pre-production decision framework. Use it before committing significant development resources to challenge assumptions, expose hidden risks, identify what should be tested first, decide what to cut, and determine whether the team can realistically deliver the feature.
Works with every agent that reads SKILL.md — Claude Code, Cursor, Codex CLI, Gemini CLI, GitHub Copilot, Windsurf, OpenClaw, and more.
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What's included
5 skillsAn adversarial design auditor that identifies failure modes and hidden risks in product pitches and game features.
Improve your game design by identifying the single most high-leverage element to remove for clarity and focus.
Identify hidden design risks and create high-leverage prototyping plans to resolve game design uncertainty.
Audit game features for KPI bias and measurement blind spots to protect UX and foundational work.
Identify team skill gaps, risky role overlaps, and minimum viable team shapes for indie game development.
See it in action
design red team audit
Example session with this skill installed
Audit this feature: A 'Global Renown' system where players gain points for every action, appearing on a global leaderboard. We want to drive long-term retention and daily active users.
- Read your context and instructions
- Compiled the design red team
- Generated the UI component
I have audited the 'Global Renown' system. The concept is structurally weak as a retention driver.
Design Red Team Audit: Global Renown System
Verdict: Structurally weak
The system relies on a generic accumulation metric that lacks a specific gameplay loop or meaningful choice. It is likely to be perceived as 'background noise' by casual players and an exhausting treadmill by competitive players, leading to burnout rather than retention.
Most Credible Failure Modes
| Failure Mode | Why it happens | Likely Consequence | Early Warning Signs | Possible Mitigation |
|---|---|---|---|---|
| The 'Rich Get Richer' Wall | Early adopters or high-uptime players create an insurmountable lead in the first 72 hours. | New or returning players feel it is impossible to compete, ignoring the system entirely. | Leaderboard gap between top 1% and top 10% grows exponentially in week 1. | Implement seasonal resets or 'velocity' based scoring rather than lifetime totals. |
| Incentive Cannibalization | Players optimize for 'Renown-per-minute' instead of playing the fun parts of the game. | High-value, high-effort content is ignored in favor of repetitive, low-effort 'Renown farming.' | Player heatmaps show heavy clustering in low-level areas; engagement in diverse modes drops. | Weight Renown rewards based on activity difficulty and unique completion bonuses. |
| Feedback Opacity | Gaining points for 'every action' makes the reward feel meaningless and disconnected. | The system fails to provide a dopamine hit; players stop noticing the notifications. | Survey data shows players cannot explain how they earned their last 1,000 points. | Batch notifications; link Renown to specific, high-visibility 'Hero Actions' instead of everything. |
Weak Assumptions
Assumption: Players find global rankings inherently motivating without tiered rewards. (Status alone rarely drives long-term retention in non-hardcore segments).
*
Assumption: The 'Renown' economy won't be exploited by botting or macroing. (If every action counts, the most boring actions will be automated).
What Would Need To Be True
For this to succeed, the system must offer tangible power or utility that does not break the game balance, and it must include catch-up mechanisms that allow late-comers to feel competitive within their specific cohort.
Next steps
- Define 3 specific 'Hero Actions' that grant 80% of the Renown to prevent farming.
- Model the leaderboard spread for a player joining 3 months post-launch.
- Design a tiered 'Leagues' system to replace the single global list.
design-red-team-audit.tsx
TSX · React component
Example file from a real run - the skill writes it into your workspace.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
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- 2
Unzip into your skills folder
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- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
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Click the path to copy it. Create the folder if it does not exist yet.
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