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smileynetsmileynet/game-spice/skills/antipatterns/SKILL.md

antipatterns

Skill0 starsChanged 9 months agoMITView on GitHub

Common game planning mistakes and how to avoid them. Use when reviewing game plans, checking for scope creep in game projects, evaluating game feature lists, or auditing game design decisions. Covers scope creep, feature bloat, design traps, over-scoping, kitchen sink design.

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    Run this BEFORE starting detailed planning:

    line 69
  2. Distinctive:

    Run this AFTER planning is complete:

    line 80

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SKILL.md

Game Planning Anti-Patterns

Common mistakes in game planning and how to avoid them.

Quick Reference

Top 10 Anti-Patterns

#Anti-PatternSymptomBetter Approach
1Everything Sounds FunFeature list grows every session3-feature MLP rule, parking lot for ideas
2Feature Creep"Small" additions that compoundEach addition goes through cutting heuristics
3Scope CreepRequirements shift mid-buildFreeze scope after planning, track changes explicitly
4Premature ContentBuilding levels before fun is provenProve core loop with 1 level, then expand
5Design in IsolationMechanics designed without playtestingPaper prototype → digital prototype → playtest loop
6Juice AddictionPolish before funRemove all juice — is it still fun?
7Kitchen Sink DesignGame tries to do everythingPick 1-2 target aesthetics, cut the rest
8Core Loop NeglectBuilding features around a weak loopIf core loop isn't fun in 5 min, fix it first
9Second System EffectOverdesigning based on past projectScope to current project's needs, not past regrets
10GDD Tome50+ page design documentLiving doc, max 5 pages for MLP scope

Decision Tables

Should I Add This Feature?

Answer each question. If you get any "No" answers, strongly consider cutting.

QuestionYesNo
Does it directly serve the core loop?Keep evaluatingCut
Can the MLP be fun without it?Defer to post-MLPKeep evaluating
Can it be built in <1 day?Keep evaluatingCut from MLP
Have playtesters asked for it?Keep evaluatingCut
Does it require a new system?Cut from MLPKeep evaluating
Are you adding it because competitors have it?CutKeep evaluating

If you reach the bottom with all "Keep evaluating": The feature is a strong candidate. Add it to MLP only if you're under the 3-feature limit.

Is My Plan Over-Scoped?

SignalScore
More than 3 features beyond core loop+2
Any feature described as "simple" without a prototype+1
Plan mentions more than 2 enemy/item/level types+1
Multiplayer is included (and isn't the core loop)+3
Plan requires procedural generation+2
Total estimated dev time > 4 weeks for solo dev+2
Plan includes a progression system AND content+1
Design document is more than 3 pages+1
You can't describe the game in one sentence+2
Total ScoreAssessment
0-2Scope looks reasonable
3-5Over-scoped — cut 30%
6-8Significantly over-scoped — cut 50%
9+Start over with just the core loop

Checklists

Pre-Planning Review

Run this BEFORE starting detailed planning:

  • Core loop can be stated in one sentence
  • Target aesthetic(s) identified (max 2)
  • Genre precedents researched (what works, what doesn't)
  • Platform constraints known
  • Solo/team capacity honestly assessed
  • Previous project lessons documented (but not over-applied)

Post-Planning Audit

Run this AFTER planning is complete:

  • MLP has ≤3 features beyond core loop
  • No feature requires "a new system" to support it
  • No premature content (max 1 level, 1-2 enemy types in MLP)
  • 30% rule applied to timeline
  • Every feature passes "Should I Add This Feature?" table
  • Over-scope score is ≤2
  • Plan fits in ≤3 pages
  • First playable build target defined (tracer bullet)
  • Playtest plan exists (who, when, what to test)
  • Parking lot created for deferred ideas

Deep Dives

  • (see antipatterns/catalog.md for full anti-pattern descriptions: scope, design, and timing anti-patterns with fixes and tests)

See Also

  • scoping — MLP process, tracer bullets, and cutting heuristics referenced throughout (see scoping → MLP Scoping Process)
  • design-frameworks — Frameworks for making better design decisions (MDA, SDT, flow) (see design-frameworks → MDA Framework)
  • economy-design — Economy anti-patterns and balance planning (see economy-design)
  • playtesting — The antidote to Design in Isolation (see playtesting)
  • scenario-walkthrough — Bridge between paper design and building (see scenario-walkthrough → The 5-Beat Structure)
  • difficulty-design — Difficulty-specific anti-patterns (fake difficulty, number inflation, developer blind spot) (see difficulty-design)
  • content-planning — Content-specific anti-patterns (filler, content treadmill, premature production) (see content-planning)
  • mechanics-palette — Focused mechanic selection to avoid Kitchen Sink Design (see mechanics-palette)
  • plan-audit — Comprehensive plan auditing beyond antipattern detection (see plan-audit)

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