Install
openclaw skills install @stanestane/game-design-failure-loop-auditAudit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they learn, what they lose, and why they would or would not try again. Use when diagnosing whether failure teaches, motivates, stalls, humiliates, exhausts, or ejects the player, or when tuning punishment, retry structure, and post-failure recovery.
openclaw skills install @stanestane/game-design-failure-loop-auditAudit what the game does after the player fails, and whether that loop produces learning, motivation, and retry energy instead of confusion, resentment, or collapse.
Use this skill when a design includes repeated failure states and the real question is not merely "is failure possible" but "what does failure do to the player over time?" The goal is to evaluate what the player loses, what they understand, what they retain, how fast they re-enter, and whether the failure loop makes them want another attempt.
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.
A good failure loop does not just punish. It converts defeat into renewed intention.
A strong failure loop usually provides:
A bad failure loop produces:
Generate:
Clarify:
Write:
Map the sequence:
Ask:
Evaluate:
Use this format:
| Dimension | Current state | Effect on retry motivation |
|---|---|---|
| Loss | ... | ... |
| Learning | ... | ... |
| Retention | ... | ... |
| Re-entry speed | ... | ... |
Look for:
Ask:
Check whether the failure loop tends to create:
Name the most likely felt response and why.
Ask:
If needed, call out connections to attribution, flow, or fairness problems without fully re-running those audits.
Useful patterns include:
Classify the current loop and say whether that shape suits the game.
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:
Failure should create a better next attempt, not just a worse mood.
Use this skill to test whether the design turns defeat into momentum or just burns player trust and energy.