Install
openclaw skills install @stanestane/game-design-friction-journey-auditAudit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation. Use when diagnosing where players stall, disengage, churn, or feel overloaded; when distinguishing productive challenge from harmful friction; or when evaluating whether constraints, waiting, confusion, resource pressure, or multi-step dependencies are creating strategy, tension, frustration, or deadlock.
openclaw skills install @stanestane/game-design-friction-journey-auditAudit a design by mapping where friction appears across a player journey, what kind of friction it is, how it accumulates, and where useful challenge mutates into harmful drag.
Use this skill when a feature feels sticky in the wrong way, when progression seems to slow down for reasons players cannot articulate clearly, or when you need to separate meaningful challenge from accidental obstruction.
Not all friction is bad.
Some friction creates commitment, decision-making, anticipation, and mastery. Other friction creates confusion, paralysis, resentment, or churn. The job is not to remove all resistance. The job is to identify which resistance is doing design work and which is merely getting in the player's way.
Generate:
Clarify:
Write:
Map the journey as a sequence of player-facing steps.
For each step, identify:
Keep steps coarse enough to be readable but concrete enough to locate friction.
For each step, ask:
Possible friction sources:
Classify each friction point as one of these:
Supports:
Produces:
Useful in principle, but currently too strong, too opaque, too stacked, or too poorly timed.
Do not treat this as binary if it is not. Many systems are good ideas implemented at the wrong intensity.
For each friction point, rate:
A friction can be mild but still dangerous if it is hidden. It can also be intense but acceptable if the player clearly understands it and sees why it exists.
Look for stack effects.
Ask:
Common accumulation patterns:
Identify:
These are the key design breakpoints.
Answer:
For each major friction issue, specify:
Typical interventions:
| Step | Friction Point | Type | Cause | Intensity | Visibility | Fairness Feel |
|---|---|---|---|---|---|---|
| ... | ... | ... | ... | ... | ... | ... |
Use this quick pass when speed matters:
Good friction gives the player something meaningful to push against. Bad friction makes the player wonder why they are pushing at all.