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smileynetsmileynet/game-spice/skills/plan-audit/SKILL.md

plan-audit

Skill0 starsChanged 9 months agoMITView on GitHub

Game-specific plan quality auditing. Use when auditing game project plans, checking game plan completeness, evaluating game MLP scope, reviewing GDD quality, assessing economy design, difficulty curves, playtest readiness, or running plan-audit on a game project. Covers core loop validation, scope complexity scoring, design document quality, economy red flags, difficulty assessment.

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

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  1. Distinctive:

    All five "Yes" → READY TO BUILD.

    line 88
  2. Distinctive:

    Start at Tier 0 (observation + notes).

    line 108

“Common” is measured: kept by at least 6 in 10 of the 3 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.
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SKILL.md

Game Plan Audit

Audit game plans for completeness, scope realism, and design quality. Catches game-specific gaps that generic plan audits miss.

Quick Reference

Game Plan Completeness Scorecard

#CheckSeverityCross-Reference
1Core loop defined in one sentenceCritical(see scoping → Core Loop Identification)
2Target aesthetics identified (1-2 from MDA)Critical(see design-frameworks → MDA Framework)
3MLP has ≤3 features beyond core loopWarning(see scoping → The 3-Feature Rule)
4Tracer bullet definedWarning(see scoping)
5Economy complexity decidedWarning(see economy-design)
6Difficulty approach selectedInfo(see difficulty-design → Difficulty Curve Patterns)
7Scenario walkthrough writtenInfo(see scenario-walkthrough → The 5-Beat Structure)
8Playtest plan exists (who, when, what)Warning(see playtesting → Playtest Planning Checklist)
9Over-scope score ≤2Warning(see antipatterns → Is My Plan Over-Scoped?)
10Content scope estimated with production ratiosInfo(see content-planning)

Scoring: 10/10 = ready to build. 7-9 = minor gaps, address before starting. 4-6 = return to scoping. <4 = needs fundamental design work.

Core Loop Validation Tests

Four tests every core loop must pass:

TestMethodPass Criteria
Sentence TestDescribe in one sentence: "Player [verbs] to [goal], earning [reward] that enables [reinvestment]"Active verbs, clear goal, explicit reinvestment
Verb Chain TestList the verbs in sequence2-5 verbs that feed into each other. >5 = too complex. <2 = not a loop
Reinvestment TestOutput of one cycle meaningfully changes the nextStrong: Diablo (Kill→Loot→Equip→Kill stronger). Weak: Flappy Bird (score up, nothing changes)
30-Second TestTime one micro-loop cycleUnder 60 seconds. If 5+ minutes, loop is too slow for rapid iteration

Core Loop Red Flags:

Red FlagSymptom
No ReinvestmentCycle output doesn't change next cycle
External Motivation OnlyStory/obligation drives play, not mechanics
Complexity Explosion6+ verbs in the loop
Hidden LoopActual fun ≠ stated loop (players enjoy the metagame, not what you designed)
No Failure StateCan't lose or make bad decisions
Mandatory GrindingProgression requires repetition without meaningful choice

GDD Quality Audit

Design Document Anti-Patterns

Anti-PatternSymptomFix
The Novel100+ pages of proseMax 5 pages for MLP. Decision tables, not paragraphs
The WishlistDescribes v5.0, no MLP definitionDefine MLP first, park the rest
The FogAdjectives without verbs ("engaging combat")Every feature needs concrete player verbs
The FossilWritten once, never updatedLiving doc, date-stamp sections
The SiloOnly designers can read itCross-discipline sections with implementation notes
The Clone"Like X but..." without understanding WHY X worksIdentify specific mechanics/dynamics, not the brand

Actionability Test

Score each item 1-5. Total ≥28 = actionable. 20-27 = needs work. <20 = rewrite.

#TestWhat to Check
1Verb TestDoes every feature description contain player verbs?
2Prototype TestCould you build a prototype from this description alone?
3Decision TestDoes it contain clear decisions (not "we'll figure it out later")?
4Feedback TestAre player feedback loops described (action → response)?
5Scope TestIs there a clear MLP boundary?
6Cut TestAre deferred ideas explicitly listed?
7Pillar TestWould the design pillars cause you to reject some plausible features?

Decision Table: Is This Plan Ready to Build?

#QuestionIf No →
1Can you state the core loop in one sentence?STOP — Define the core loop first
2Does the core loop pass the Reinvestment Test?STOP — Loop isn't a loop, it's linear
3Is scope complexity score ≤15 for solo dev?STOP — Cut scope until feasible
4Does the GDD pass the Actionability Test (≥20)?STOP — Rewrite vague sections
5Is a playtest planned within the first 2 weeks?STOP — Schedule a test before building

All five "Yes" → READY TO BUILD. Start with the tracer bullet.

Checklists

Plan Audit Checklist

  • Completeness Scorecard ≥7/10
  • Core loop passes all 4 validation tests
  • No core loop red flags present
  • GDD has none of the 6 anti-patterns
  • Actionability Test score ≥20
  • Scope Complexity score appropriate for team size
  • No genre-specific scope traps triggered
  • Economy design has sources, sinks, and player decisions (if applicable)
  • Difficulty approach matches target audience
  • Playtest plan is concrete (who, when, what)
  • Data collection strategy exists

What to Measure (Data Collection Checklist)

Start at Tier 0 (observation + notes). Only add instrumentation when you need answers observation can't provide.

CategoryKey Metrics
SessionDuration, frequency, sessions-to-churn
ProgressionCompletion rate per section, drop-off points
DifficultyDeath/failure locations, retry counts per section
EconomyEarning rate, spending patterns, stockpiling behavior
Feature usageDiscovery rate, usage frequency, adoption timing

Analytics tiers: Tier 0 = manual observation (free, immediate). Tier 1 = local CSV logging (free, 1-2 hours setup). Tier 2 = free SDK (GameAnalytics, Unity Analytics). Tier 3 = custom backend (rarely needed for indie games).

Evidence chain: Observation → Diagnosis → Hypothesis → Design Change → Verification. Without this chain, you're guessing.

Deep Dives

  • (see plan-audit/detailed-audits.md for MLP Scope Audit, Economy/Balance Audit, Difficulty Curve Assessment, Playtest Readiness Audit, Data Strategy Audit)
  • (see plan-audit/questionnaires.md for validated playtest frameworks and templates)

See Also

  • scoping — MLP process and cutting heuristics that this audit validates (see scoping → MLP Scoping Process)
  • antipatterns — Anti-pattern detection complements this comprehensive audit (see antipatterns)
  • design-frameworks — MDA framework for aesthetic validation (see design-frameworks → MDA Framework)
  • economy-design — Detailed economy design guidance (see economy-design)
  • difficulty-design — Difficulty curves and accessibility (see difficulty-design)
  • playtesting — Playtest methodology and iteration (see playtesting → Playtest Planning Checklist)
  • architecture-audit — Code architecture audit (companion to plan audit) (see architecture-audit)

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