agentleFS
Fable-ForgeFable-Forge/fableforge-agent-skills/skills/product-teardown/SKILL.md

product-teardown

Skill1 starsChanged 53 days agoMITView on GitHub

Use when the user asks for 产品拆解, 竞品分析, product teardown, why a product or game works, core loop, moat, retention, monetization, AI readiness, game mechanics, 叙事交互, reference-title lessons, or project-fit recommendations. Also use for 调研这个网站, 调研 X, 研究下 X, 看看这个网站/工具站/独立站/app, 说出你的想法, 总结提炼延伸, 这篇文章对我的项目有什么帮助, 复刻/仿做 X, or questions about 功能, 定位, 受众, 盈利模式, 订阅, 月访问量, 流量来源. Applies to products, games, external articles, and methodologies.

4 other projects use a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 3 are distinctive, and 1 is very specific to this project.

  • 0

    Common

    Most of the 4 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use quick depth for “值不值得看 / 简单拆一下”.

    line 25
  2. Distinctive:

    Test the thesis adversarially.

    line 40
  3. Very specific:

    Keep 待选 and 已采纳 distinct. Mark an idea adopted only after the user decides or the project's source-of-truth document is updated.

    line 49
  4. Distinctive:

    Default to Chinese when the request is Chinese.

    line 53

“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Product Teardown

Overview

Reverse-engineer a product or game as a system, then judge what is actually useful for the user's current project. Prefer mechanisms, decisions, loops, tradeoffs, and evidence over feature lists or admiration.

Route the Request

  • For SaaS, AI tools, apps, platforms, plugins, or workflows, read references/product-mode.md.
  • For games, narrative experiences, interactive systems, or reference titles, read references/game-mode.md.
  • For an external article, 公众号 post, or methodology (no product to inspect), skip mechanism reverse-engineering: extract the claim, the conditions it depends on, and the falsifying case, then go straight to step 5 project fit. The recurring ask is 对我的项目有什么帮助 as a 清单, not a summary.
  • For a quick teardown, full report, or project-fit comparison, also read references/output-templates.md.
  • For a screen or multi-step UX flow audit, use product-design:audit instead.
  • For implementation, keep this skill's conclusion as design direction; invoke the relevant engine, frontend, or project skill for wiring and code.

Workflow

  1. Frame the decision.
    • Identify the target, analysis scope, and the decision the user needs to make.
    • Use quick depth for “值不值得看 / 简单拆一下”; use full depth for “深入 / 完整 / 调研”.
    • State assumptions when missing information does not block useful analysis. Ask one question only when different answers would materially change the conclusion.
    • 先查有没有研究过(去重)。开工前按域名、产品名或文章标题搜索用户可用的 Knowledge 区与会话日志;命中就先给出上次结论并只补增量,不要从头重做。若这些来源不存在,明确说明后继续。
  2. Build an evidence ledger(证据账本).
    • Inspect user-provided files, screenshots, URLs, or repositories first.
    • For current external claims, use agent-reach and prefer primary or authoritative sources.
    • For the user's own project, inspect its current source-of-truth docs and live runtime tree. Do not rely on stale project memory when current files are available.
    • Label material claims as 事实, 来源, 推断, or 待补; never invent users, revenue, retention, conversion, ratings, or technical capabilities.
  3. Reverse-engineer the system.
    • Find the promise, user or player job, core entities, input-decision-feedback loop, retention or return driver, and business or production constraints.
    • Explain why each mechanism works, when it stops working, and what tradeoff makes it possible.
    • Separate category demand, distribution, brand, and timing from product quality.
  4. Test the thesis adversarially.
    • Name the strongest alternative explanation for success.
    • Find the missing loop, weak audience fit, hidden cost, or production burden.
    • Distinguish visible surface treatment from the underlying mechanism worth borrowing.
  5. Map to the user's project when requested.
    • Compare the reference against the project's audience, core loop, accepted baseline, team size, art/content budget, technical stack, and delivery stage.
    • Classify each idea as 保留, 改造, or 不采用 with a reason.
    • Separate 设计方向 from 实现/接线; do not present implementation as complete unless the user requested and verified it.
    • Keep 待选 and 已采纳 distinct. Mark an idea adopted only after the user decides or the project's source-of-truth document is updated.
  6. Deliver the smallest useful report.
    • Lead with a sharp verdict, then evidence and implications.
    • Default to Chinese when the request is Chinese.
    • Save Markdown or HTML only when requested, using the user's path or a path inside the current workspace. Never hardcode a personal desktop path or open a browser without permission.

Quick Reference

RequestDepthRequired referencesDefault ending
“这个产品值不值得学”QuickProduct or game mode + output templates3-point project fit
“完整拆解 X”FullProduct or game mode + output templatesVerdict + risks + opportunities
“X 对我的项目有什么用”Full, scopedRelevant mode + output templates保留 / 改造 / 不采用
“照着 X 实现”Teardown firstRelevant modeDesign direction, then implementation handoff

Example: Borrow the Mechanism, Not the Surface

Observation: a product's command palette makes repeated actions feel instant.

  • Weak transfer: add the same shortcut UI to a narrative game because it looks polished.
  • Strong transfer: identify the mechanism as reducing repeated-action latency, verify that the game has a repeated high-friction action, then choose a fitting control pattern for that platform and audience.

Self-Check

  • Is the verdict supported by evidence rather than taste?
  • Did the analysis expose a loop and a tradeoff, not just features?
  • Are inference and unknowns visible?
  • Are recommendations specific to the target project's current constraints?
  • Could the user act on the top recommendation as a bounded experiment?

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