gameplay-breakdown
Skill0 starsChanged 24 days agoMITView on GitHub
写或审一份游戏品类/竞品拆解时使用,给出报告骨架、证据要求与质量检查表(避免写成玩法介绍或玩家感想)
In this repository12 other files it gives its agents.
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- asset-import-pipelineSkill
- bug-diagnosis-chainSkill
- codex-rules-verifySkill
- config-table-pipelineSkill
- handoff-docSkill
- spec-card-authoringSkill
- unity-build-matrixSkill
- unity-commandline-playtestSkill
- unity-editor-verifySkill
- unity-smoke-assertionsSkill
- visual-evidence-reviewSkill
The file
Files
品类/竞品拆解骨架
何时触发
- 要拆一个品类或一款竞品,输出一份能给人看的设计分析
- 手上已有拆解文档,要判断哪里不合格
骨架
- 对象与方法:拆哪几个系统、参照哪些标杆、结论在哪个自研项目中复现验证。
- 核心循环:一张表讲清层级 / 循环路径 / 情绪价值 / 对应系统。
- 分系统拆解:每个系统给「设计约束 + 取舍 + 可复用结论」。
- 标杆对照表:维度 × 标杆产品 × 自研项目——最能区分「拆过」与「玩过」。
- 验证方法:自动化断言 + 实测统计(死亡集中点、通过率曲线),说明数据来源。
- 可复用结论:编号 5~8 条,每条能直接指导一次设计动作。
- 结语:落点回到「结构可迁移」。
质量检查
- 每个结论都有「因为…所以…」的依据,不是断言式结论
- 有横向对照表,且各列内容真有差异
- 文档数字与项目说明一致(数量、关卡数、断言数)
- 表格有编号与表注,标题层级统一
- 术语首次出现给中英文,后文统一
常见坑
- 只写自家结论 → 加标杆对照表
- 数字前后不一致 → 维护一份「事实数字表」,全项目共用
- 写成产品介绍 → 每段结尾落到设计动作或取舍
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