Install
openclaw skills install @stanestane/game-design-flow-auditAudit a game, feature, level sequence, combat loop, progression curve, onboarding path, event structure, or return-player journey through the lens of Flow theory. Use when evaluating whether challenge and skill stay aligned over time, diagnosing boredom, anxiety, frustration spikes, difficulty cliffs, dead zones, or pacing drift, or identifying where a design stops feeling absorbing and starts feeling exhausting or empty.
openclaw skills install @stanestane/game-design-flow-auditAudit a design by asking whether it keeps players in a productive state of engagement over time.
Use this skill to evaluate whether challenge rises in step with player skill, where the experience becomes boring or overwhelming, and which moments break the player's sense of momentum. Focus on temporal experience and pacing, not static difficulty labels.
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.
Flow emerges when challenge and player skill stay in meaningful tension and grow together over time.
Typical failure shapes:
A flow audit is not just about whether the game is hard. It is about whether the game keeps giving the player something they can meaningfully rise to.
Generate:
Clarify:
Write:
Break the target into phases such as:
For each phase, identify:
Separate the skill demands into useful buckets such as:
Ask:
For every phase, evaluate:
Use this format:
| Phase | Key challenge | Expected player skill | Likely state |
|---|---|---|---|
| ... | ... | ... | Flow / Boredom / Anxiety |
Look for moments where:
Name the specific handoff or step where flow breaks, not just the general area.
Assess whether the design:
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:
Players stay absorbed when the game keeps saying, "you can stretch a bit further."
Use this skill when a design feels off in motion: too flat, too spiky, too tiring, or just mysteriously less compelling than it should be.