Install
openclaw skills install game-design-peak-end-auditAudit a game, feature, session, level, event, onboarding flow, reward sequence, or return-player experience through the lens of the peak-end rule. Use when evaluating which moments players are most likely to remember, whether the emotional high points are strong enough, whether endings, exits, and completions leave the right aftertaste, or why an experience with decent average quality is still remembered as flat, frustrating, or unexpectedly great.
openclaw skills install game-design-peak-end-auditAudit a design by asking which moments dominate memory and whether the experience earns the memory it leaves behind.
Use this skill when the important question is not just how the experience feels moment to moment, but how players will remember it afterward. The goal is to identify the emotional peaks, the ending shape, and the aftertaste that determine whether a session, level, feature, event, or sequence is remembered as exciting, exhausting, disappointing, triumphant, or forgettable.
Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family.
Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.
Players do not remember an experience as an average of every second they lived through.
They disproportionately remember:
That means a design with decent average quality can still be remembered badly if:
And a rougher experience can still land well if:
Generate:
Clarify:
Write:
Break the experience into phases and ask:
Do not settle for generic labels like "good pacing." Name the moments.
Look for the moments most likely to become the remembered highlight or remembered wound.
Examples:
For each peak, ask:
The ending may be:
Ask:
Translate the shape into the sentence the player is likely to remember later.
Examples:
If the remembered sentence is bad, average quality elsewhere may not save the experience.
Look for:
Ask whether:
For each issue, specify:
Examples:
Use this structure unless the user asks for something else:
Use this quick pass when speed matters:
This audit is especially useful for:
Common patterns to watch for:
The experience players remember is often not the one designers think they shipped.
Use this skill to identify which moments actually own the memory and whether that memory helps or hurts the design.