game design fogg behavior audit

    1

    Diagnose and fix player behavior bottlenecks using the Fogg Behavior Model (Motivation, Ability, Prompt).

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    Works with the AI tools you already use

    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIMuseMuseDotsDots+22 more

    game design fogg behavior audit

    Example session with this skill installed

    Audit our 'Daily Challenge' feature. Players see a red dot on the menu, but only 10% click it. The challenge rewards 50 Gold for winning 3 matches. The button is in the sub-menu under 'Events'.

    • Read your context and instructions
    • Compiled the game design fogg
    • Generated the UI component

    I have analyzed the 'Daily Challenge' flow. The primary issue is a breakdown in the

    Prompt and

    Ability chain, despite moderate Motivation.

    Fogg Behavior Audit: Daily Challenge

    FactorAnalysisRating
    Target BehaviorPlayer enters the Daily Challenge screen and starts a match.-
    Motivation50 Gold is a standard mid-tier reward. Fear of missing out (daily reset) provides a baseline urge, but the reward is not unique enough to overcome significant friction.Medium
    AbilityMajor Bottleneck. Hiding the entry point under a sub-menu ('Events') increases the step count. A "red dot" is a weak, non-descript prompt that adds cognitive load (player must hunt for what it means).Low
    PromptThe prompt is poorly timed and indirect. A red dot on a main menu button does not communicate what is available or why it matters now.Failing

    Failure Diagnosis

    The feature is failing due to

    Prompt Obscurity and

    Ability Friction. Players are prompted at the main menu (high-level context) to dig into a sub-menu for an unspecified reason. The effort to find the challenge exceeds the perceived value of the 50 Gold reward.

    Recommendations

    Improve Ability: Move the Daily Challenge entry to the main HUD or allow one-click access directly from the "Red Dot" notification.
    2.

    Refine Prompt: Replace the generic red dot with a "Daily Challenge" toast or a progress bar (e.g., "0/3 Wins") to make the prompt actionable and clear.
    3.

    Boost Motivation: Add a "First Win of the Day" bonus to the first match of the challenge to spike motivation at the moment of the first prompt.

    Next steps

    • Relocate the challenge access to the primary navigation layer.
    • Implement a dynamic icon that shows challenge progress instead of a static notification dot.
    • Monitor if the click-through rate increases before adjusting the 50 Gold reward value.

    game-design-fogg-behavior-audit.tsx

    TSX · React component

    Generated

    Example file from a real run - the skill writes it into your workspace.

    Connects securely to your tools. The creator never sees your data.

    What you get

    Identify why players drop off during tutorial sequences.Improve conversion rates for in-game store offers and battle passes.Optimize daily login rewards and retention mechanics.Diagnose low engagement in social and guild features.

    About this skill

    The problem

    Game features often fail not because they lack value, but because the design fails to trigger actual player action. Designers struggle to diagnose whether a low-adoption feature suffers from weak rewards, high friction, or poor timing.

    What it does

    • Identifies the specific target player behavior a feature is meant to elicit.
    • Audits features using the Fogg Behavior Model to isolate bottlenecks in Motivation, Ability, or Prompting.
    • Diagnoses whether player drop-off is caused by cognitive load, resource gates, or UI friction.
    • Evaluates the timing and visibility of triggers to ensure they hit when player motivation is highest.
    • Provides actionable design changes to fix specific behavioral failures.

    Why this beats prompting it yourself

    General LLMs often provide vague aesthetic feedback or generic "gameification" fluff. This skill forces a disciplined behavioral analysis that separates desire from ease-of-use, preventing the common mistake of adding rewards to a feature that is actually just too difficult to find or use.

    Use cases

    • Auditing First Time User Experience (FTUE) and tutorial completion rates.
    • Identifying why players aren't engaging with specific monetization prompts or store offers.
    • Increasing participation in daily events, battle passes, or guild social actions.
    • Refining progression loops where players stall despite having enough resources.

    How to install

    Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.

    ~30 seconds
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      Download the ZIP

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      Unzip into your skills folder

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      Ask your agent to use it

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