Install
openclaw skills install @stanestane/game-design-thinking-fast-and-slow-auditAudit a game, feature, combat system, economy loop, onboarding flow, puzzle, UI, or design proposal through the lens of fast versus slow thinking inspired by Thinking, Fast and Slow. Use when evaluating whether a design relies on rapid intuitive judgment or deliberate analytical reasoning, whether the intended mode matches the actual demand, where cognitive overload or under-stimulation appears, or how badly the design handles shifts between instinctive and reflective play.
openclaw skills install @stanestane/game-design-thinking-fast-and-slow-auditAudit a design by asking what kind of thinking it demands from the player, when, and whether that demand is appropriate.
Use this skill when a proposal sounds good in the abstract but may be mismatched to the kind of cognition it actually requires. The goal is to identify where the design leans on fast, intuitive, low-deliberation processing versus slow, analytical, effortful reasoning, and where the transition between those modes becomes awkward, exhausting, misleading, or strategically dead.
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 think in one uniform way.
Some situations ask for:
Other situations ask for:
Neither mode is automatically better. The important questions are:
Typical qualities:
In game terms, this often appears in:
Typical qualities:
In game terms, this often appears in:
Generate:
Clarify:
Write:
Ask:
Classify the dominant demand as:
Break the experience into phases or layers such as:
For each phase, identify:
Use this format:
| Phase or system | Thinking mode | Demand level | Notes |
|---|---|---|---|
| ... | Fast / Slow / Mixed | Low / Med / High | ... |
Ask:
Examples:
Look for:
Look for:
This is often where designs get ugly.
Look for:
Ask:
Ask:
A system can be good for one audience and terrible for another because of thinking-mode mismatch alone.
For each major 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:
A strong design does not just ask the player to think. It asks them to think in the right way, at the right time, with the right support.
Use this skill to identify whether the proposal's cognitive demands are elegant, mismatched, exhausting, or fake-deep.