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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.

The file

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SKILL.md

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.

pagethe axiomsymptom that sends you here
core-loop.mdone core verb, satisfying in a 30-second isolation testthe game is only fun because of what surrounds the verb
feedback-latency.mdkeypress → any screen/speaker change under 100ms"it feels laggy" with a fine frame rate
flow-channel.mdchallenge tracks skill; too far either way and they quitplayers quit bored, or quit frustrated, both early
meaningful-choice.mda game is a series of interesting decisionsit plays itself; there's one obviously right move
play-teaching.mdlevel design is instruction design — never a text wallyou're writing a tutorial popup
retry-latency.mddeath → back in play under 3 secondsplayers stop at the death screen instead of retrying
camera-coupling.mdcamera scheme and movement scheme must be compatiblesnap-turn on an orbit cam, or the player can't see where they're going

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