game-axioms
Skill27 starsChanged 2 months agoMITView on GitHub
The non-negotiables of playability - core verb, feedback latency, flow channel, meaningful choice, teaching by doing, fast retry, camera coupling. Check these when a game "works" but nobody wants a second run.
In this repository15 other files it gives its agents.
- AGENTS.mdAGENTS.md
- craftSkill
- game-architectureSkill
- game-audioSkill
- game-feelSkill
- game-mechanicsSkill
- game-narrativeSkill
- game-onboardingSkill
- game-playbooksSkill
- game-qualitySkill
- gameSkill
- objectSkill
- skillsSkill
- threeSkill
- worldSkill
The file
Files
axioms/ — the non-negotiables
Everything else in game/ is taste. These seven are closer to physics: break one
and the game stops being playable, no matter how it looks. Pull the one that
matches the symptom.
| page | the axiom | symptom that sends you here |
core-loop.md | one core verb, satisfying in a 30-second isolation test | the game is only fun because of what surrounds the verb |
feedback-latency.md | keypress → any screen/speaker change under 100ms | "it feels laggy" with a fine frame rate |
flow-channel.md | challenge tracks skill; too far either way and they quit | players quit bored, or quit frustrated, both early |
meaningful-choice.md | a game is a series of interesting decisions | it plays itself; there's one obviously right move |
play-teaching.md | level design is instruction design — never a text wall | you're writing a tutorial popup |
retry-latency.md | death → back in play under 3 seconds | players stop at the death screen instead of retrying |
camera-coupling.md | camera scheme and movement scheme must be compatible | snap-turn on an orbit cam, or the player can't see where they're going |
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