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Agent Skill · 研究检索

game-design-core-loop-extractor(游戏设计核心循环提取器)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

game-design-core-loop-extractor 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为只读;许可证为 MIT-0,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 38,652。

总安装 1,529周安装 65GitHub Stars 公开资料未说明下载 536核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT-0
版本
1.0.0

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-design-core-loop-extractor(游戏设计核心循环提取器)
来源仓库:https://github.com/stanestane/game-design-core-loop-extractor
安装命令:
openclaw skills install game-design-core-loop-extractor
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install game-design-core-loop-extractor

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

game-design-core-loop-extractor 精准提炼游戏的核心玩法循环结构。帮助团队聚焦关键体验而非冗余内容提升开发效率。基于重复行为模式自动识别奖励节点与动机触发点。通过 clawhub 安装后无缝接入 OpenClaw 设计评审流程。要求输入材料包含足够的行为观察记录以保证准确性。

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 OpenClaw;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 openclaw skills install game-design-core-loop-extractor;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它标注为只读,先用只读任务试一次,确认行为符合预期再扩大使用范围。

常见问题

6 条

game-design-core-loop-extractor 怎么安装?

在终端执行 openclaw skills install game-design-core-loop-extractor。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

game-design-core-loop-extractor 支持哪些 AI 工具?

公开资料标注支持 OpenClaw。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

game-design-core-loop-extractor 需要什么权限?

权限级别是只读。该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

game-design-core-loop-extractor 是免费的吗?

来源标注的许可证是 MIT-0。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

game-design-core-loop-extractor 用的人多吗?

公开数据是累计安装 1,529 次,近一周安装 65 次,下载 536 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

game-design-core-loop-extractor 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 专注 OpenClaw 一种宿主,触发方式和使用习惯不用来回切换。
  • 许可证明确为 MIT-0,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 标注为只读权限,试用阶段不容易误改本地文件。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 OpenClaw,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
game-design-core-loop-extractor

游戏设计核心循环提取器 · 本页

1,529—只读MIT-0通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

name
game-design-core-loop-extractor
description
Extract the actual core loop from a game, feature set, or pitch based on repeated player actions, feedback, rewards, and renewed motivation. Use when a team can list mechanics but cannot clearly articulate the repeatable loop that drives engagement, when a pitch sounds like disconnected features, when a design document lacks loop clarity, or when you need to test whether the claimed loop is coherent, rewarding, and structurally complete.

Game Design Core Loop Extractor

Extract the actual repeatable loop that drives the experience, not a decorative feature list pretending to be structure.

Use this skill when a team can describe mechanics, systems, and content, but not the recurring action-feedback-motivation cycle that keeps the game alive. The job is to identify what the player repeatedly does, what the game gives back, why the player wants to do it again, and where the loop is broken, bloated, or fake.

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.

Core principle

A core loop is not just a sequence of actions. It is a repeatable motivational circuit.

A useful loop definition identifies:

  • what the player does
  • what the game returns
  • what state changes as a result
  • why the player wants to re-enter the loop

If the loop cannot explain why the player comes back for another cycle, it is incomplete.

What to produce

Generate:

  1. Extracted core loop - the clearest repeatable loop implied by the design
  2. Loop step breakdown - the key stages in order
  3. Loop drivers - what reward, pressure, tension, or fantasy pulls the player back in
  4. Loop breaks and dead steps - where the loop is weak, bloated, confusing, or non-motivating
  5. Design implications - what to simplify, strengthen, cut, or separate

Process

1. Define the extraction target

Clarify:

  • what exact game, feature set, or slice is being analyzed
  • whether you are extracting the top-level game loop or a sub-loop
  • whether a claimed loop already exists in the documentation

Write:

  • Extraction target
  • Loop scope
  • Claimed loop if any

2. Identify the repeated player cycle

Ask:

  • What does the player do over and over?
  • What starts the cycle?
  • What ends one cycle and begins the next?
  • What resource, state, knowledge, or opportunity changes each time?

Look for actual recurrence, not one-time setup or occasional side systems.

3. Break the loop into action, feedback, reward, and renewed intent

For each stage, identify:

  • Player action
  • Game response
  • Reward or consequence
  • Reason to continue

Useful questions:

  • What is the player's immediate objective?
  • What result does the game return?
  • What makes the next cycle attractive or necessary?
  • Where does tension accumulate or release?

4. Distinguish core loop from support systems

Separate:

  • the actual core loop
  • progression loops
  • economy loops
  • meta loops
  • social loops
  • retention wrappers

A design often has many loops. Do not confuse scaffolding with the main engine.

Ask:

  • If optional layers vanished, what loop would still define the game minute to minute?
  • Which systems amplify the loop versus merely decorate it?

5. Test the loop for motivational completeness

Check whether the loop contains:

  • clear initiation
  • meaningful action
  • readable feedback
  • satisfying reward or consequence
  • a genuine reason to repeat

Common failure signs:

  • one or more steps are vague
  • reward does not materially matter
  • repetition exists without renewed motivation
  • the loop is really several disconnected chains awkwardly stapled together
  • the loop is too long to feel cyclical

6. Identify dead steps, bloat, and false loops

Look for:

  • steps that do not change player state meaningfully
  • chores inserted between meaningful beats
  • feedback that is too weak to reinforce repetition
  • loops that are structurally present but emotionally flat
  • claimed loops that are really just content progression, not recurrence

7. Write the extracted loop clearly

Prefer a concise format such as:

  • Observe -> choose -> act -> resolve -> gain -> re-enter

or

  • Explore -> fight -> earn -> upgrade -> explore again

Then explain why this loop has pull.

8. Convert the loop into design implications

For each important part of the loop, specify:

  • Loop step
  • Current strength or weakness
  • What to change
  • Expected effect on repeat engagement

Examples:

  • weak reward read -> improve feedback and clearer state change
  • bloated transition step -> shorten or remove the chore layer
  • no renewed tension -> add scarcity, discovery, escalation, or strategic consequence

Response structure

Use this structure unless the user asks for something else:

Extraction Target

  • ...

Extracted Core Loop

  • ...

Loop Step Breakdown

  • ...

Loop Drivers

  • ...

Loop Breaks and Dead Steps

  • ...

Design Implications

  1. ...
  2. ...
  3. ...

Minimal Loop Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • What does the player repeat most often?
  • What reward or state change closes the loop?
  • Why does the player want another cycle?
  • Which step is dead weight?
  • What one change would make the loop cleaner or more compelling?

Usage notes

This extractor is especially useful for:

  • concept definition
  • pitch sharpening
  • prototype evaluation
  • identifying feature sprawl
  • clarifying the minute-to-minute game engine
  • separating real engagement structure from progression wallpaper

Common patterns to watch for:

  • many teams describe systems, not loops
  • progression is often mistaken for the core loop
  • a long chain of actions is not automatically a loop
  • if the loop depends entirely on external rewards, the core loop may be weak
  • if nobody can state the loop in one breath, it is probably muddy

Working principle

A game stays alive because something in it closes cleanly enough, changes enough, and promises enough to make repetition feel meaningful.

Use this skill to identify that engine and expose where it is sputtering.

平台分布

OpenClaw

85.28%
按下载量换算457

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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