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game-design-audit

Deep game design health assessment across five dimensions: review core loop and progression systems, analyze in-game economy for inflation and sink/source balance, mathematically simulate combat balance and drop rates, audit analytics event coverage, and evaluate monetization ethics..

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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.

============================================================ 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.

============================================================ 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.

============================================================ 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.

============================================================ 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.

============================================================ 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

============================================================ SELF-HEALING VALIDATION (max 3 iterations)

After completing all phases, validate the combined output:

  1. Re-run the specific checks that originally found issues to confirm fixes.
  2. Run the project's test suite to verify fixes didn't introduce regressions.
  3. Run build/compile to confirm no breakage.
  4. If new issues surfaced from fixes, add them to the fix queue.
  5. 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

============================================================ OUTPUT

Game Design Audit Report

Project: {name}

Genre: {detected genre}

Target Player: {inferred persona}

Audit Date: {date}

Executive Summary

PhaseSkillHealthCritical IssuesKey Finding
1Design Review{STRONG/MODERATE/WEAK}{N}{one-line summary}
2Economy{HEALTHY/INFLATIONARY/DEFLATIONARY}{N}{one-line summary}
3Balance{BALANCED/MINOR ISSUES/IMBALANCED}{N}{one-line summary}
4Analytics{COMPLETE/PARTIAL/INSUFFICIENT}{N}{one-line summary}
5Monetization{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

  1. Core Loop + Economy Alignment: {Does the economy support or hinder the core loop?}
  2. Progression + Balance + Monetization: {Does progression feel natural, or is it distorted by monetization/balance issues?}
  3. Analytics + All Systems: {Can the team measure the health of all critical systems?}
  4. 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)

#PhaseIssueImpactRecommendation
1{phase}{description}{player/revenue impact}{specific fix}

Design Improvement Roadmap

PriorityImprovementPhaseImpactEffort
P0{improvement}{phase}{impact}{effort}
P1{improvement}{phase}{impact}{effort}

Live Operations Recommendations

Post-launch systems requiring ongoing attention:

  1. {system} -- {why it needs monitoring} -- {recommended cadence}
  2. {system} -- {why} -- {cadence}
  3. {system} -- {why} -- {cadence}

============================================================ 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.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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