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Agent Skill · 研究检索

game-design-fairness-frustration-audit(游戏设计公平挫败审核)

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-fairness-frustration-audit 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 38,381。

总安装 1,567周安装 64GitHub Stars 公开资料未说明下载 507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-fairness-frustration-audit(游戏设计公平挫败审核)
来源仓库:https://github.com/stanestane/game-design-fairness-frustration-audit
安装命令:
openclaw skills install game-design-fairness-frustration-audit
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-fairness-frustration-audit

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-fairness-frustration-audit 衡量机制公平性与潜在挫败风险。防止随机性高方差玩法导致非自愿流失的关键质量控制手段。覆盖战斗遭遇、进度门等多维度场景提供统一评估框架。零配置启动,适合所有规模团队用于早期设计验证。输出报告需由主策划复核确认后方可投入开发。

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-fairness-frustration-audit;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-fairness-frustration-audit 怎么安装?

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

game-design-fairness-frustration-audit 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-fairness-frustration-audit 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-fairness-frustration-audit 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-fairness-frustration-audit 用的人多吗?

公开数据是累计安装 1,567 次,近一周安装 64 次,下载 507 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-fairness-frustration-audit 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-fairness-frustration-audit

游戏设计公平挫败审核 · 本页

1,567—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-fairness-frustration-audit
description
Audit a game, feature, failure loop, combat encounter, reward system, progression wall, or high-variance mechanic for perceived fairness and frustration. Use when diagnosing whether players feel cheated, whether difficulty feels deserved, whether randomness, feedback, and challenge interact badly, or why a design remains technically functional yet still produces anger, blame, or refusal to retry.

Game Design Fairness and Frustration Audit

Audit a design by asking whether it feels fair, understandable, and worth retrying.

Use this skill when the real question is not merely "is it balanced" but "why does this make players mad?" This audit combines three lenses:

  • attribution theory: who or what players blame
  • flow theory: whether challenge and skill stay aligned over time
  • perceived randomness: whether uncertainty feels exciting, suspicious, or rigged

Focus on player perception. Mechanical correctness is not enough if the experience still feels hostile.

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

Players will accept difficulty, failure, and uncertainty when they feel:

  • the cause is understandable
  • they had meaningful influence
  • the challenge matched a learnable demand
  • luck was visible, bounded, or mitigable

Players reject the same systems when outcomes feel:

  • arbitrary
  • hidden
  • uncontrollable
  • disproportionate
  • repeatedly punishing without teaching

What to produce

Generate:

  1. Fairness assessment - whether the experience feels fair, questionable, or unfair
  2. Frustration profile - what kind of frustration it creates and why
  3. Attribution diagnosis - how players explain the outcome
  4. Randomness diagnosis - how uncertainty is perceived and whether it is trusted
  5. Flow diagnosis - where challenge-skill mismatch amplifies frustration
  6. Design actions - what to change first to reduce hostility and improve retry willingness

Process

1. Define the audit target

Clarify:

  • what exact mechanic, loop, or scenario is producing the concern
  • whether the issue centers on failure, reward, difficulty, or inconsistency
  • what player segment is feeling the pain most

Write:

  • Audit target
  • Player segment
  • Observed complaint or risk

2. Reconstruct the player-facing event

Map:

  • what the player tried to do
  • what the system did in response
  • what role randomness played
  • what feedback the player saw
  • what the cost of failure was

Ask:

  • What did the player think would happen?
  • What actually happened?
  • What evidence did the game provide to explain the result?
  • What could the player realistically have done differently?

3. Run the attribution lens

Judge whether the likely reading is:

  • internal or external
  • stable or unstable
  • controllable or uncontrollable

Translate that into the likely player sentence, not just the technical classification.

4. Run the randomness lens

Examine:

  • whether randomness is visible or hidden
  • whether it changes frequency, impact, or both
  • whether the player can mitigate, predict, or prepare for it
  • whether streaks or outliers feel suspicious
  • whether randomness is being mistaken for execution failure or designer malice

5. Run the flow lens

Check:

  • whether challenge exceeded current skill too sharply
  • whether the player had enough teaching or support before the demand hit
  • whether repetition creates learning or just repeated punishment
  • whether the experience becomes anxious, exhausting, or deadening over time

6. Identify compounding frustration patterns

Pay special attention to combinations like:

  • high challenge + low clarity
  • high punishment + low controllability
  • hidden RNG + severe loss
  • repeated failure + stable external attribution
  • long retry cycle + low learning value

This is where frustration often shifts from healthy tension into "I am done with this."

7. Grade the fairness experience

Use a direct classification:

  • Fair - hard, but understandable and teachable
  • Questionable - some understandable basis, but trust is fragile
  • Unfair - outcomes feel hostile, hidden, or insufficiently controllable

State clearly whether the main problem is:

  • clarity
  • control
  • randomness
  • pacing
  • punishment
  • inconsistency
  • or a combination

8. Convert findings into design changes

For each issue, specify:

  • Problem
  • Why it feels unfair
  • Suggested change
  • Expected emotional effect

Examples:

  • add telegraphing -> reduces external blame
  • expose odds or logic -> reduces suspicion
  • add mitigation or counterplay -> increases control
  • soften punishment during learning -> preserves retry motivation
  • shorten retry cycle -> converts frustration into iteration

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Fairness Assessment

  • Overall: Fair / Questionable / Unfair
  • Why: ...

Frustration Profile

  • ...

Attribution Diagnosis

  • ...

Randomness Diagnosis

  • ...

Flow Diagnosis

  • ...

Root Causes

  • ...

Recommendations

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

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • Why does the player feel cheated?
  • Is the main issue hidden cause, low control, bad RNG framing, or challenge mismatch?
  • Does the player feel like retrying or quitting?
  • What is the smallest change that most improves trust?

Usage notes

This audit is especially useful for:

  • boss fights
  • roguelite losses
  • gacha or loot outcomes
  • PvP or PvE streak complaints
  • onboarding punishments
  • progression walls
  • one-shot kills
  • card draw variance
  • AI behavior that feels inconsistent or "scripted"

Common patterns to watch for:

  • a mathematically fair system can still feel unfair if its logic is hidden
  • low-probability disasters feel much worse when the player had no mitigation tools
  • high punishment demands high clarity
  • frustration becomes toxic when players cannot convert failure into learning
  • if players blame luck, the system, and pacing at the same time, fix trust before tuning difficulty

Working principle

A fair game can still frustrate. The key question is whether the frustration points toward mastery or away from the game.

Use this skill when players are not just struggling, but suspecting the design itself.

平台分布

OpenClaw

71.17%
按下载量换算361

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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