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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/design/progression-design/SKILL.md

progression-design

Skill105 starsChanged 8 months agoMITView on GitHub

Structure long-term and short-term progression so players experience growth, goals, and retention without uncontrolled complexity.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  2. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “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

Progression Design

Purpose

Structure long-term and short-term progression so players experience growth, goals, and retention without uncontrolled complexity.

Use When

  • adding unlocks, levels, upgrades, or mastery layers
  • players lack motivation between sessions
  • content cadence needs stronger reward structure

Inputs

  • core loop
  • content cadence
  • session goals
  • economy assumptions

Process

  1. define progression layers and how they reinforce the core loop
  2. set reward timing, pacing, and gating rules
  3. prevent front-loaded complexity and dead progression lanes
  4. identify reset, catch-up, and balance risks
  5. map telemetry needed to monitor progression health

Outputs

  • progression model
  • reward pacing rules
  • gating logic
  • progression metrics

Quality Bar

  • supports the core fantasy and player goals
  • defines readable rules, edge cases, and feedback
  • creates concrete hooks for tuning, telemetry, and QA

Common Failure Modes

  • adding systems that do not serve the core loop
  • shipping vague rules that QA and engineering must guess at
  • tuning without instrumentation or hypotheses

Related Agents

  • systems-designer
  • economy-designer
  • telemetry-analyst

Related Commands

  • gdd
  • economy-balance
  • telemetry-plan

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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