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game design perceived randomness audit
Audit game mechanics to ensure random systems feel fair, rewarding, and psychologically satisfying to players.
$5
Works with the AI tools you already use
game design perceived randomness audit
Example session with this skill installed
Audit our new weapon crafting system. Players spend rare shards for a 15% chance at a Legendary tier. They do this after a 20-minute dungeon run. Some players are reporting 'dead streaks'.
- Read your context and instructions
- Compiled the game design perceived
- Generated the UI component
The current crafting system creates a high-friction "Output Randomness" trap. Because the roll happens after a significant time investment (20-minute run), a failure feels like a loss of progress rather than a tactical setback.
Perceived Randomness Audit: Weapon Crafting Shards
| Category | Diagnosis | Perception Risk |
|---|---|---|
| Randomness Placement | Output Randomness (Post-effort) | High frustration; effort does not guarantee reward. |
| Player Expectation | Expectation of "Earned" success | Players feel that a 20m run "buys" them better odds. |
| Streak Analysis | 15% chance allows for 20+ fail streaks | Players will assume the system is rigged against their specific class. |
| Agency Read | Zero agency over the roll | The player is a passive observer of their own potential failure. |
Risk Diagnosis
Competence Damage: After a successful dungeon run, a failed roll negates the "win" state, leaving players with a net-negative emotional exit.
2.
Negativity Bias: Players will remember a 5-fail streak (statistically common) far longer than a lucky first-time success.
Recommendations
Move to Input Randomness: Allow players to see the "potential" craft result before they commit the rare shards, or let them spend extra shards to narrow the pool.
*
Visual Pity Meter: Implement a "Resonance" bar that fills with every failed craft, guaranteeing a Legendary when full. This turns a "loss" into "progress toward a win."
*
Batching: Instead of one 15% roll, provide three 5% rolls for different components to smooth the perceived distribution.
Next steps
- Define a "pity" threshold (e.g., guaranteed hit at 10 fails).
- Mock up a UI element that shows progress toward a guaranteed Legendary.
- Review shard drop rates to ensure the economy supports a pity system without inflation.
game-design-perceived-randomness-audit.tsx
TSX · React component
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
About this skill
The problem
Game mechanics that are mathematically fair often feel rigged to players. When independent events produce streaks or loot drops don't match expectations, players feel sabotaged, leading to frustration and negative reviews.
What it does
- Analyzes whether randomness occurs before player choice (input) or after commitment (output) to ensure agency.
- Identifies Gambler's Fallacy risks where players will expect "pity" hits that the math doesn't provide.
- Evaluates if combat or reward systems undermine player competence by making deliberate actions feel unpredictable.
- Pinpoints specific streak patterns that will cause players to invent "the game knows what I need" conspiracy theories.
- Recommends UX and presentation tweaks to make statistical entropy feel authored and fair.
Why this beats prompting it yourself
Generic LLMs tend to focus on statistical balance and probability tables. This skill applies specialized game design heuristics to the psychology of uncertainty, distinguishing between formal fairness and perceived fairness.
Use cases
- Auditing hit-chance or crit-proc mechanics in tactical combat.
- Evaluating gacha, loot boxes, and reward pools for streak frustration.
- Reviewing procedural generation to ensure difficulty spikes feel earned rather than random.
- Designing pity systems and weighted drops that feel fair without being exploitable.
Known limitations
This does not perform heavy Monte Carlo simulations or formal statistical proofs. It focuses on the player experience and design logic rather than raw data crunching.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
Free skills download straight away. Paid skills unlock right after purchase.
- 2
Unzip into your skills folder
Every agent reads skills from one folder on your machine. Drop the unzipped folder in there.
- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
Skills folder by agent
Click the path to copy it. Create the folder if it does not exist yet.
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