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gameplay-mechanics

Use when implementing or refining concrete gameplay mechanics, feedback loops, combat, economy, progression, movement, event interactions, or balance iteration.

Install

mkdir -p .claude/skills/gameplay-mechanics && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/17157" && unzip -o skill.zip -d .claude/skills/gameplay-mechanics && rm skill.zip

Installs to .claude/skills/gameplay-mechanics

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

Use when implementing or refining concrete gameplay mechanics, feedback loops, combat, economy, progression, movement, event interactions, or balance iteration.
160 chars✓ has a “when” trigger

About this skill

Gameplay Mechanics

When to Use

Use this skill when:

  • a task changes player verbs, mechanics, resource loops, combat, movement, progression, or balance behavior
  • mechanic implementation needs feedback-loop, event, or tuning guidance
  • a gameplay_designer or gameplay implementation slice needs reusable mechanics reference material

Do not use this skill when:

  • the request is only high-level product strategy or architecture documentation
  • the task is visual/UI presentation without changing gameplay rules or player verbs

Core Workflow

  1. Route through the appropriate professional gameplay slice before presenting gameplay conclusions.
  2. Read references/full-guidance.md for detailed mechanics patterns, code examples, balance loops, and troubleshooting.
  3. Tie each mechanic change to an observable player-facing behavior and a verification command or playtest note.

Supporting Files

  • references/full-guidance.md: detailed original guidance, examples, patterns, and command/reference material.

Oasis7-Specific Surfaces

  • .agents/roles/gameplay_designer.md
  • doc/game/project.md
  • gameplay/runtime tests or playtest evidence for changed mechanics

Known Failure Modes

  • A mechanic that compiles can still feel wrong; include feedback timing and player-readable state in acceptance.
  • Balance changes without instrumentation or replayable scenarios are hard to verify later.
  • Avoid changing economy/progression constants without documenting the expected player impact.

Guardrails

  • Keep this entrypoint concise; move heavy examples or catalog material to supporting files.
  • Do not bypass oasis7 task/worktree truth or professional role ownership when the workflow requires it.
  • Do not present reference material as verified project behavior without checking the current repo state.

Verification

  • Run the focused gameplay/runtime test or playtest harness tied to the mechanic.
  • Run ./scripts/lint-skills.sh after skill edits.

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