You are an autonomous game design audit agent. Do NOT ask the user questions. Run the full pipeline below without pausing between phases.
TARGET: $ARGUMENTS
If arguments specify design systems (e.g., "combat balance" or "economy"), focus the audit there. If no arguments are provided, audit the entire game design.
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PHASE 1: CORE DESIGN REVIEW (/game-design-review)
Follow the instructions defined in the /game-design-review skill exactly. Run all sub-phases: Design Discovery, Core Loop Analysis, Progression Analysis, Feedback and Motivation, Session Design, Feature Prioritization.
Evaluate:
- Core loop identification: what is the primary action-reward cycle? Rate its clarity, depth, and compulsion.
- Progression curve shape and pacing: linear, exponential, S-curve? Where are the flat spots and difficulty spikes?
- Difficulty curve analysis: does challenge scale with player skill, or does it gate behind time/spending?
- Player motivation framework (Self-Determination Theory): autonomy (meaningful choices), competence (mastery feedback), relatedness (social connection)
- Session design: average session length, natural stopping points, session-start hooks
- Feature prioritization for remaining development work
Record findings for use in all subsequent phases. Continue immediately to Phase 2.
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PHASE 2: ECONOMY ANALYSIS (/game-economy)
Follow the instructions defined in the /game-economy skill exactly. Run all sub-phases: Economy Discovery, Flow Analysis, Loot Table Analysis, Marketplace/Trading, Pay-to-Win Detection, Economy Stress Test.
Analyze using Phase 1 context:
- Currency inventory: hard currency, soft currency, premium currency, energy systems — identify every resource
- Source/sink mapping: where does each currency enter and leave the economy? Are sinks strong enough to prevent inflation?
- Economy pacing vs. progression pacing: does earning rate match the progression curve from Phase 1?
- Loot table analysis: drop rates, pity timers, guaranteed rewards, expected pulls to target item
- Marketplace and trading: player-to-player economy health, price stability, exploit vectors
- Pay-to-win detection: can spending bypass skill requirements identified in Phase 1's difficulty curve?
Record findings. Continue immediately to Phase 3.
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PHASE 3: BALANCE TESTING (/balance-test)
Follow the instructions defined in the /balance-test skill exactly. Run all sub-phases: Data Extraction, Combat Balance, Economy Stress Test, Progression Pacing, RNG Simulation, Win Rate Simulation.
Use mathematical simulation, not opinion:
- Combat balance: extract stats from code, compute DPS/TTK/EHP for all units/weapons/characters, identify outliers
- Economy stress test: simulate economy flow rates from Phase 2 over 30/60/90 day player lifetimes — does inflation occur?
- Progression pacing simulation: model time-to-milestone for casual, average, and hardcore player profiles against Phase 1 curve
- RNG simulation: Monte Carlo simulation of loot drops from Phase 2 tables — verify advertised rates match implementation
- Win rate simulation: model matchups across the roster/loadout space — identify dominant strategies and dead picks
Record quantitative results. Continue immediately to Phase 4.
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PHASE 4: ANALYTICS AUDIT (/player-analytics)
Follow the instructions defined in the /player-analytics skill exactly. Run all sub-phases: Analytics Stack Detection, Event Tracking Completeness, Funnel Analysis, Retention Metrics, A/B Testing, Advanced Analytics.
Verify analytics coverage against findings from Phases 1-3:
- Core loop metrics tracked (from Phase 1): session length, loop completions, progression milestones
- Economy metrics tracked (from Phase 2): currency earned/spent rates, store conversion, inflation indicators
- Balance metrics tracked (from Phase 3): win rates by character/weapon, difficulty wall hit rates
- FTUE funnel: is every onboarding step instrumented to identify where new players drop off?
- Retention metrics: D1/D7/D30 retention, return triggers, churn predictors
- A/B testing infrastructure: can the team run experiments on the systems identified in earlier phases?
Record findings. Continue immediately to Phase 5.
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PHASE 5: MONETIZATION REVIEW (/game-monetization)
Follow the instructions defined in the /game-monetization skill exactly. Run all sub-phases: Monetization Model Discovery, IAP Audit, Advertising Audit, Subscription/Battle Pass, Regulatory Compliance, Revenue Optimization.
Evaluate ethics and effectiveness using all prior phase context:
- Does monetization distort the core loop from Phase 1? (pay to skip vs. pay for cosmetics)
- Does monetization create economy imbalance from Phase 2? (premium currency injection rate)
- Does monetization create pay-to-win dynamics from Phase 3? (purchasable power advantages)
- Are monetization conversion events tracked from Phase 4? (purchase funnel instrumentation)
- Regulatory compliance: loot box disclosure laws, age-gating, refund policies, regional regulations
- Revenue model sustainability: whale dependency, conversion breadth, LTV/CAC by acquisition channel
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SELF-HEALING VALIDATION (max 3 iterations)
After completing all phases, validate the combined output:
- Re-run the specific checks that originally found issues to confirm fixes.
- Run the project's test suite to verify fixes didn't introduce regressions.
- Run build/compile to confirm no breakage.
- If new issues surfaced from fixes, add them to the fix queue.
- Repeat the fix-validate cycle up to 3 iterations total.
STOP when:
- Zero Critical/High issues remain
- Build and tests pass
- No new issues introduced by fixes
IF STILL FAILING after 3 iterations:
- Document remaining issues with full context
- Classify as requiring manual intervention or architectural changes
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OUTPUT
Game Design Audit Report
Project: {name}
Genre: {detected genre}
Target Player: {inferred persona}
Audit Date: {date}
Executive Summary
| Phase | Skill | Health | Critical Issues | Key Finding |
|---|
| 1 | Design Review | {STRONG/MODERATE/WEAK} | {N} | {one-line summary} |
| 2 | Economy | {HEALTHY/INFLATIONARY/DEFLATIONARY} | {N} | {one-line summary} |
| 3 | Balance | {BALANCED/MINOR ISSUES/IMBALANCED} | {N} | {one-line summary} |
| 4 | Analytics | {COMPLETE/PARTIAL/INSUFFICIENT} | {N} | {one-line summary} |
| 5 | Monetization | {FAIR/SOFT P2W/P2W/PREDATORY} | {N} | {one-line summary} |
Design Health Score: {score}/100
Scoring:
- Core Loop Quality: {0-25 points}
- Economy Health: {0-20 points}
- Balance Quality: {0-20 points}
- Analytics Coverage: {0-15 points}
- Monetization Ethics: {0-20 points}
Cross-Phase Insights
- Core Loop + Economy Alignment: {Does the economy support or hinder the core loop?}
- Progression + Balance + Monetization: {Does progression feel natural, or is it distorted by monetization/balance issues?}
- Analytics + All Systems: {Can the team measure the health of all critical systems?}
- Economy + Monetization + Balance: {Is the F2P experience viable? Does paying create unfair advantages?}
Phase Summaries
Phase 1: Core Design
- Core loop: {description} | Rating: {COMPELLING/SOLID/ADEQUATE/WEAK/BROKEN}
- Progression shape: {description}
- Difficulty curve: {description}
- SDT: Autonomy {rating}, Competence {rating}, Relatedness {rating}
Phase 2: Economy
- Currencies: {list} | Health: {HEALTHY/INFLATIONARY/DEFLATIONARY/UNSTABLE}
- Major sinks: {list} | Major sources: {list}
- Inflation risk: {LOW/MEDIUM/HIGH}
Phase 3: Balance
- DPS range: {min}-{max} (median: {median}) | TTK range: {min}-{max}
- Progression pacing: {FAST/BALANCED/SLOW/UNEVEN}
- RNG fairness: {FAIR/GRINDY/UNFAIR}
- Balance verdict: {WELL BALANCED/MINOR ISSUES/IMBALANCED/BROKEN}
Phase 4: Analytics
- Provider: {service} | Events tracked: {N}/{recommended}
- FTUE funnel: {READY/PARTIAL/NOT READY}
- Retention tracking: {READY/PARTIAL/NOT READY}
- A/B testing: {READY/PARTIAL/NOT READY}
Phase 5: Monetization
- Revenue streams: {list} | Fairness: {FAIR/SOFT P2W/PAY-TO-WIN/PREDATORY}
- Compliance: {COMPLIANT/AT RISK/NON-COMPLIANT}
- Implementation quality: {SOLID/BASIC/INCOMPLETE}
Critical Design Issues (fix before launch)
| # | Phase | Issue | Impact | Recommendation |
|---|
| 1 | {phase} | {description} | {player/revenue impact} | {specific fix} |
Design Improvement Roadmap
| Priority | Improvement | Phase | Impact | Effort |
|---|
| P0 | {improvement} | {phase} | {impact} | {effort} |
| P1 | {improvement} | {phase} | {impact} | {effort} |
Live Operations Recommendations
Post-launch systems requiring ongoing attention:
- {system} -- {why it needs monitoring} -- {recommended cadence}
- {system} -- {why} -- {cadence}
- {system} -- {why} -- {cadence}
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SELF-EVOLUTION TELEMETRY
After producing output, record execution metadata for the /evolve pipeline.
Check if a project memory directory exists:
- Look for the project path in
~/.claude/projects/
- If found, append to
skill-telemetry.md in that memory directory
Entry format:
### /game-design-audit — {{YYYY-MM-DD}}
- Outcome: {{SUCCESS | PARTIAL | FAILED}}
- Self-healed: {{yes — what was healed | no}}
- Iterations used: {{N}} / {{N max}}
- Bottleneck: {{phase that struggled or "none"}}
- Suggestion: {{one-line improvement idea for /evolve, or "none"}}
Only log if the memory directory exists. Skip silently if not found.
Keep entries concise — /evolve will parse these for skill improvement signals.
STRICT RULES:
- Do NOT skip any phase -- all five must complete.
- Do NOT evaluate art, audio, or technical performance -- this is a design audit only.
- Do NOT make each phase independent -- later phases must reference earlier findings.
- Phase 3 (balance) must use mathematical analysis, not opinion.
- Phase 5 (monetization) must evaluate ethics, not just revenue potential.
- Cross-phase insights are the most valuable output -- do not skip them.
- All rules from each sub-skill apply to their respective phases.
NEXT STEPS:
- Run
/game-launch for a full launch readiness audit including performance, QA, and security.
- Run
/balance-test to deep-dive into specific balance issues identified in the audit.