game design thinking fast and slow audit

    1

    Evaluate game mechanics using cognitive science to identify mismatched mental demands and flow-breaking transitions.

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    Works with the AI tools you already use

    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIMuseMuseDotsDots+22 more

    game design thinking fast and slow audit

    Example session with this skill installed

    Audit the 'Run-Time Augment' system for my fast-paced cyberpunk roguelike. Players pick one of three upgrades every 5 minutes mid-combat while enemies are still spawning nearby.

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

    The audit identifies a significant cognitive mismatch between the high-pressure combat environment and the analytical demand of the augment selection.

    Audit Target

    • Feature: Mid-combat Run-Time Augment selection.
    • Scope: Moment-to-moment combat pacing and progression decision-making.
    • Primary player segment: Roguelike enthusiasts seeking high-flow action.

    Thinking-Mode Profile

    The system is

    deeply hybrid but poorly partitioned. It forces a Slow-mode analytical choice into a Fast-mode execution window.

    Phase or systemThinking modeDemand levelNotes
    Combat ExecutionFastHighTwitch dodging and targeting.
    Augment SelectionSlowHighRequires comparing 3 variables + current build synergy.
    TransitionN/ACriticalAbrupt halt from flow to spreadsheet logic.

    Fast-Mode Demands

    The player is currently tracking projectile paths and enemy proximity. Adding an overlay that requires reading text triggers immediate cognitive overload. The "snap" prioritization is broken because the reward for the fast action is a slow task.

    Slow-Mode Demands

    The augments involve percentage-based stat increases (e.g., +12% Crit vs +15% Health). This requires comparative reasoning. Doing this while "enemies are still spawning" creates anxiety, not depth, as players will likely "panic-pick" the first option rather than strategizing.

    Transition and Handoff Issues

    There is no "recovery time." Shifting from 120 BPM action to reading fine print while dodging creates whiplash. The handoff is "dirty" because the game world does not pause, forcing a Fast-mode response to a Slow-mode prompt.

    Recommendations

    Contextual Pause: Trigger a time-dilation effect or full pause when the menu opens to allow for effortful reasoning.
    2.

    Visual Shorthand: Replace text-heavy descriptions with clear icons for "Offense," "Defense," and "Utility" to support Fast-mode recognition.
    3. Safe Zones: Only trigger augment drops after an enemy wave is cleared to respect the flow state.

    Minimal Fix

    Implement a 90% slow-motion effect when the augment menu is active. This signals a shift in thinking mode without killing the game's kinetic energy.

    Next steps

    • Simplify augment cards to 1 keyword and 1 icon.
    • Test player heart rate during selection to ensure the transition feels like a "breather" rather than a "burden."

    game-design-thinking-fast-and-slow-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 "fake depth" in complex strategy or economy systems.Fix pacing issues caused by abrupt shifts between action and planning.Ensure UI supports instinctive pattern recognition during high-speed play.Audit onboarding to prevent cognitive overload for new players.

    About this skill

    The problem

    Game mechanics often look great on paper but feel exhausting or boring in practice because the cognitive demand is mismatched. Players get overwhelmed by complex math during twitch combat or feel insulted by autopilot tasks in a strategy game.

    What it does

    • Identifies whether a feature relies on instinctive pattern recognition (Fast) or analytical reasoning (Slow).
    • Diagnoses "cognitive whiplash" where transitions between high-speed action and deep planning feel abrasive.
    • Maps out cognitive overload risks where UI fails to support the required thinking mode.
    • Evaluates if the mental effort demanded aligns with the intended player fantasy, like "fluid mastery" or "tactical genius."

    Why this beats prompting it yourself

    General AI often critiques balance or "fun" without understanding the underlying cognitive science of play. This skill uses a specific framework to detect "fake depth" and hidden memory burdens that standard playtesting feedback often misses until it is too late.

    Use cases

    • Auditing a real-time strategy economy to see if it distracts from moment-to-moment combat.
    • Checking if a puzzle mechanic in an action-adventure game kills the pacing.
    • Evaluating onboarding flows to ensure new players aren't forced into "Slow-mode" reasoning too early.

    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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    Verified clean 11 days ago

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    Listed11 days ago

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