Install
openclaw skills install @stanestane/game-design-goal-density-and-immediacy-auditAudit a game, feature, progression loop, return-player experience, metagame layer, or session structure for density of goals, immediacy of goals, safe stopping points, and return triggers. Use when evaluating whether players can quickly find something meaningful to do, whether the game offers enough short-term, mid-term, and long-term goals, whether session lengths are flexible enough for real player schedules, or why a game feels aimless, overwhelming, or unable to fit into fragmented playtime.
openclaw skills install @stanestane/game-design-goal-density-and-immediacy-auditAudit a design by asking whether players can quickly find a meaningful goal, pursue it within the time they have, and leave the session feeling both satisfied and pulled to return.
Use this skill to evaluate how a game structures player time. Focus on the density of available goals, how immediate those goals feel, how they ladder across time horizons, whether players can end a session safely, and what return triggers bring them back.
A strong session structure does not depend on one perfect goal. It gives the player enough meaningful goals of different sizes and time horizons that they can pick one that fits the time, energy, and attention they currently have.
Generate:
Clarify:
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Evaluate whether the design offers a healthy spread of goals across these horizons:
Goals that can usually be started and often completed in one brief session. Examples:
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Goals that take several sessions or a moderate amount of focused play. Examples:
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Goals that define sustained engagement over days, weeks, or longer. Examples:
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Use this format:
| Horizon | Examples Present | Strength | Main Issue |
|---|---|---|---|
| Short-term | ... | ... | ... |
| Mid-term | ... | ... | ... |
| Long-term | ... | ... | ... |
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Look for:
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Also ask:
Common patterns:
For each major issue, specify:
Read these when useful:
references/goal-density-notes.md for the source-derived framing around player time, session anatomy, density of goals, and return triggersreferences/failure-patterns.md for common goal-density and immediacy failure shapesDesigning sessions means modeling the player's time both with the game and away from it. A strong game helps the player find a meaningful goal now, achieve enough to feel satisfied, and leave with a reason to come back.