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game design smart goal audit
Audit and rewrite game design objectives using a SMART framework tailored for player experience and behavioral metrics.
$5
Works with the AI tools you already use
game design smart goal audit
Example session with this skill installed
Audit this design goal: We want players to feel more powerful in the mid-game combat loop so they stick around longer.
- Read your context and instructions
- Compiled the game design smart
- Generated the UI component
I have audited your combat design goal using the game-specific SMART framework.
Goal: Players feel more powerful in the mid-game combat loop so they stick around longer.
Type: Mixed (Experience + Metric)
SMART Audit
S – Specific: ⚠️ Partial. It identifies "mid-game combat," but "more powerful" is a broad sentiment. It doesn't specify which systems (spells, weapons, mobility) deliver this power.
M – Measurable: ❌ Missing. There is no defined signal for "feeling powerful." Is it faster kill times, higher multi-kill frequency, or a specific survey score?
A – Achievable: ✅ Strong. Tuning mid-game power curves is a standard design lever within team control.
R – Relevant: ✅ Strong. Directly connects player experience to a business retention goal.
T – Time-bound: ❌ Missing. There is no target milestone, sprint, or playtest date for when this feeling should be validated.
Overall
The goal identifies a critical retention lever but lacks any objective way to prove success. The biggest weakness is the lack of a behavioral proxy for "feeling powerful," making it impossible for a programmer or combat designer to know when they have hit the mark.
Rewritten Goal
Increase mid-game player power by reducing average Time-to-Kill (TTK) for Elite mobs by 20% [assumed: v1.4 balance pass], validated by a 15% increase in "Combat Satisfaction" scores in the Week 4 playtest and a measurable increase in D14 retention for the cohort.
Assumptions: Targeting a 20% TTK reduction as the primary power proxy. Week 4 playtest is the evaluation gate.
Next steps
- Define the baseline TTK for "Elite mobs" in the current build.
- Draft the "Combat Satisfaction" survey questions to isolate the "power" feeling.
- Schedule a balance pass specifically for mid-game weapon scaling.
game-design-smart-goal-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 design goals are often too vague to execute. Designers aim for subjective feelings like "make players feel powerful" without defining how to measure success or when to stop iterating.
What it does
- Classifies goals into Experience, Behavioral, Design Output, or Metric types to apply the right scrutiny.
- Scores goals against Specific, Measurable, Achievable, Relevant, and Time-bound criteria using a game-specific lens.
- Identifies missing proxy metrics for subjective "feeling" goals that usually escape measurement.
- Provides a rewritten, actionable SMART version of every goal audited.
- Flags misaligned design pillars that function as vague wishes rather than technical objectives.
Why this beats prompting it yourself
General AI audits fail to account for the unique nature of game development, where "fun" is a requirement but "fun" isn't a metric. This skill forces the transition from abstract intent to concrete observation methods, ensuring your design team has a clear definition of done.
Use cases
- Reviewing feature aims in a Game Design Document (GDD) before development starts.
- Refining player experience targets for an upcoming playtest or milestone.
- Turning vague studio OKRs into specific technical requirements for systems designers.
- Onboarding junior designers by providing immediate, objective feedback on their goal-setting.
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
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