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Agent Skill · 研究检索

game-design-flow-audit(游戏设计流程审核)

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-flow-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 38,817。

总安装 1,505周安装 64GitHub Stars 公开资料未说明下载 527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-flow-audit(游戏设计流程审核)
来源仓库:https://github.com/stanestane/game-design-flow-audit
安装命令:
openclaw skills install game-design-flow-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-flow-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-flow-audit 运用心流理论诊断玩家沉浸度波动状况。定位技能与挑战失衡节点优化体验连续性。game-design-flow-audit 属于研究检索类 Skill,可作为该场景下的辅助能力补充。覆盖关卡编排、难度曲线等核心影响因素全面体检。轻量化部署,适合周期性用于版本迭代前的体验调优。

需结合生理指标或主观评分交叉验证心流状态判断。

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-flow-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-flow-audit 怎么安装?

在终端执行 openclaw skills install game-design-flow-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-flow-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-flow-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-flow-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-flow-audit 用的人多吗?

公开数据是累计安装 1,505 次,近一周安装 64 次,下载 527 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-flow-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-flow-audit

游戏设计流程审核 · 本页

1,505—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-flow-audit
description
Audit 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.

Game Design Flow Audit

Audit 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.

Core principle

Flow emerges when challenge and player skill stay in meaningful tension and grow together over time.

Typical failure shapes:

  • Challenge above skill -> anxiety, confusion, frustration
  • Skill above challenge -> boredom, autopilot, disengagement
  • No visible skill growth -> stagnation, flatness, drop-off

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.

What to produce

Generate:

  1. Flow curve summary - the overall engagement shape over time
  2. Phase breakdown - where the player is in flow, boredom, or anxiety
  3. Breakpoints - the exact moments where flow is likely to break
  4. Skill-versus-challenge diagnosis - what is misaligned and why
  5. Design actions - specific changes to restore momentum and absorption

Process

1. Define the audit target

Clarify:

  • what part of the experience is being audited
  • what player segment matters most
  • what time window matters most

Write:

  • Audit target
  • Player segment
  • Relevant timeline

2. Map the experience over time

Break the target into phases such as:

  • first 30 seconds
  • first 5 minutes
  • first session
  • early mastery
  • midgame
  • endgame
  • return-player re-entry

For each phase, identify:

  • what the player is trying to do
  • what the game asks of them
  • what counts as success
  • how much support exists

3. Identify the required skill axes

Separate the skill demands into useful buckets such as:

  • mechanical execution
  • tactical judgment
  • strategic planning
  • system comprehension
  • attention management
  • social coordination

Ask:

  • What does the player actually need to be good at here?
  • Which skills are newly introduced, tested, or combined?
  • Which skills are ignored or overemphasized?

4. Judge challenge versus skill in each phase

For every phase, evaluate:

  • current challenge level
  • expected player skill level
  • resulting flow state

Use this format:

PhaseKey challengeExpected player skillLikely state
.........Flow / Boredom / Anxiety

5. Identify breakpoints and transition failures

Look for moments where:

  • the game asks for mastery before teaching
  • difficulty spikes without warning
  • complexity stacks too quickly
  • the loop becomes repetitive without new pressure
  • rewards stall while demands rise
  • the player loses sight of goals or progress

Name the specific handoff or step where flow breaks, not just the general area.

6. Evaluate pacing and learning support

Assess whether the design:

  • introduces one meaningful complexity at a time
  • gives feedback fast enough to support learning
  • varies challenge without becoming chaotic
  • creates enough novelty to prevent boredom
  • allows recovery after failure
  • respects differences between new, intermediate, and expert players

7. Convert findings into design changes

For each issue, specify:

  • Breakpoint
  • Why flow breaks there
  • Suggested change
  • Expected effect on the curve

Examples:

  • reduce early enemy density -> lowers anxiety spike
  • delay second-system introduction -> reduces overload
  • add optional mastery pressure later -> reduces boredom plateau
  • improve re-entry summary -> restores flow for returning players

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Flow Curve Summary

  • ...

Phase Breakdown

  • ...

Critical Breakpoints

  • ...

Skill vs Challenge Analysis

  • ...

Segment Sensitivity

  • ...

Recommendations

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

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • Where is the player likely bored?
  • Where are they likely overwhelmed?
  • What is the first major flow break?
  • Which skill is under-supported?
  • What one change would most improve challenge-skill alignment?

Usage notes

This audit is especially useful for:

  • FTUE and onboarding
  • first combat sequences
  • midgame pacing drift
  • live event structures
  • difficulty progression
  • mission sequencing
  • roguelite run structure
  • endgame mastery loops
  • return-player catch-up experiences

Common patterns to watch for:

  • early spikes create churn before skill identity forms
  • flat midgames create low-energy retention even with decent progression
  • too much support can prevent anxiety but still create boredom
  • raw stat inflation often breaks flow worse than richer decision-making does
  • the same challenge can produce flow for experts and anxiety for newcomers

Working principle

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.

平台分布

OpenClaw

94.2%
按下载量换算496

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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