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game-quality

Skill27 starsChanged 2 months agoMITView on GitHub

Pushing a game from "runs" to "good" - concept viability, finding the missing decision when it plays flat, and disproving "this is fun" with playtest evidence. Optional aids, not gates.

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    1. sebnado/worldbuild-bench★ 9same name

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SKILL.md

quality/ — production quality

Reference for pushing a game from "runs" to "good." These are optional aids, not gates — pull the one that matches the problem in front of you:

  • market-reality.md — when choosing a concept or deciding whether the fantasy has a real audience.
  • fun-compiler.md — when the game runs but plays flat and you need to find the missing decision.
  • skills/craft/performance.md — when choosing renderer, lights, postFX, particles, instancing, or assets.
  • playtest-protocol.md — when you want to disprove "this is fun" with evidence instead of hope.

What "good" means here

Two things, equal weight: it looks alive and it plays well. Useful questions to interrogate either one:

  1. Audience pull: who clicks the first screenshot, and why now?
  2. Aesthetic target: what feeling should the player get?
  3. Dynamics → Mechanics: what repeated behavior creates that feeling, and what exact rules produce it?
  4. Visual contract: what Three.js recipe keeps play readable inside budget?
  5. Proof loop: what playtest evidence shows it's fun, not just pretty?

The real check

There is no audit script. The check is your eyes and your hands: node harness/capture.mjs <world> and look at the frame, then play it. Fix the single worst thing, capture again, repeat until it looks alive and plays well. That loop catches everything a keyword audit never could.

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