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Agent Skill · 研究检索

game-design-friction-journey-audit(游戏设计摩擦之旅审核)

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-friction-journey-audit 是研究检索类 Agent Skill,可用宿主为 OpenClaw,通过ClawHub获取,权限为权限未标注;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 37,958。

总安装 1,640周安装 67GitHub Stars 公开资料未说明下载 531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-friction-journey-audit(游戏设计摩擦之旅审核)
来源仓库:https://github.com/stanestane/game-design-friction-journey-audit
安装命令:
openclaw skills install game-design-friction-journey-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-friction-journey-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-friction-journey-audit 量化整个用户旅程中的摩擦分布情况。区分有意为之的挑战与无意义的繁琐操作降低无效负担。输出热力图式可视化报告直观展示问题集中区域。作为研究检索工具,强调定性分析与定量测量相结合。建议每季度执行一次以保持长期体验健康度监控。

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-friction-journey-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

    权限没有明确标注,第一次使用时只给一个无关紧要的任务,观察它到底读了哪些文件和网络。

常见问题

6 条

game-design-friction-journey-audit 怎么安装?

在终端执行 openclaw skills install game-design-friction-journey-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-friction-journey-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-friction-journey-audit 需要什么权限?

权限级别没有明确标注。第一次使用时建议只给无关紧要的任务,观察它实际读写了哪些内容。

game-design-friction-journey-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-friction-journey-audit 用的人多吗?

公开数据是累计安装 1,640 次,近一周安装 67 次,下载 531 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-friction-journey-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。

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-friction-journey-audit

游戏设计摩擦之旅审核 · 本页

1,640—权限未标注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-friction-journey-audit
description
Audit a game, feature flow, economy path, onboarding journey, progression chain, or live-ops loop for friction quality and friction accumulation. Use when diagnosing where players stall, disengage, churn, or feel overloaded; when distinguishing productive challenge from harmful friction; or when evaluating whether constraints, waiting, confusion, resource pressure, or multi-step dependencies are creating strategy, tension, frustration, or deadlock.

Game Design Friction Journey Audit

Audit a design by mapping where friction appears across a player journey, what kind of friction it is, how it accumulates, and where useful challenge mutates into harmful drag.

Use this skill when a feature feels sticky in the wrong way, when progression seems to slow down for reasons players cannot articulate clearly, or when you need to separate meaningful challenge from accidental obstruction.

Core principle

Not all friction is bad.

Some friction creates commitment, decision-making, anticipation, and mastery. Other friction creates confusion, paralysis, resentment, or churn. The job is not to remove all resistance. The job is to identify which resistance is doing design work and which is merely getting in the player's way.

What to produce

Generate:

  1. Audit target - what journey, loop, or feature is being reviewed
  2. Journey breakdown - the major steps in player progression through the target flow
  3. Friction map - where friction appears, what kind it is, and what causes it
  4. Accumulation analysis - where multiple frictions stack into exhaustion or deadlock
  5. Diagnosis - where the design shifts from meaningful challenge to harmful blockage
  6. Recommendations - what to preserve, reduce, surface, reorder, or remove

Process

1. Define the journey being audited

Clarify:

  • what system or flow is under review
  • what kind of player it applies to
  • what stage of play it belongs to: FTUE, early game, mid-game, elder game, event loop, monetization path, social loop, etc.
  • what desired player behavior the flow is supposed to support

Write:

  • Audit target
  • Expected player goal
  • Player context

2. Break the journey into steps

Map the journey as a sequence of player-facing steps.

For each step, identify:

  • player action
  • player decision
  • requirement or dependency
  • feedback or reward
  • what unlocks the next step

Keep steps coarse enough to be readable but concrete enough to locate friction.

3. Identify friction at each step

For each step, ask:

  • what slows progress?
  • what blocks progress?
  • what creates uncertainty?
  • what consumes time, attention, or resources?
  • what forces tradeoffs or commitment?

Possible friction sources:

  • resource scarcity
  • dependency chains
  • waiting and timers
  • unclear affordances or goals
  • UI or information opacity
  • cognitive overload
  • skill challenge
  • social coordination burden
  • random variance
  • harsh penalty or recovery cost
  • monetization pressure

4. Classify the friction

Classify each friction point as one of these:

Productive friction

Supports:

  • decision-making
  • planning
  • anticipation
  • mastery
  • commitment
  • strategic tradeoff
  • emotional tension that feels fair and legible
Harmful friction

Produces:

  • confusion
  • dead time without meaning
  • arbitrary blocking
  • unreadable requirements
  • overloaded task chains
  • repeated admin work
  • punishment without learning
  • progress paralysis
Mixed friction

Useful in principle, but currently too strong, too opaque, too stacked, or too poorly timed.

Do not treat this as binary if it is not. Many systems are good ideas implemented at the wrong intensity.

5. Assess intensity and visibility

For each friction point, rate:

  • Intensity - low / medium / high
  • Visibility - obvious / partially hidden / opaque
  • Fairness feel - fair / borderline / unfair-feeling

A friction can be mild but still dangerous if it is hidden. It can also be intense but acceptable if the player clearly understands it and sees why it exists.

6. Analyze friction accumulation

Look for stack effects.

Ask:

  • where do several medium frictions compound into a high-friction moment?
  • where are players forced to satisfy too many constraints at once?
  • where does the flow ask for too much memory, too much waiting, or too many parallel tasks?
  • where do repeated harmful frictions appear without enough reward, clarity, or release?

Common accumulation patterns:

  • multiple resources plus timer plus low clarity
  • complex chain plus weak feedback plus low inventory space
  • repeated losses plus long recovery plus weak learning signal
  • social obligation plus schedule pressure plus poor coordination tools

7. Find the breakpoints

Identify:

  • where challenge turns into drag
  • where strategy turns into opacity
  • where anticipation turns into dead time
  • where difficulty turns into helplessness
  • where a healthy loop turns into churn risk

These are the key design breakpoints.

8. Diagnose the role of friction in the design

Answer:

  • which friction points are core to the fantasy or mastery arc?
  • which friction points only exist because of weak clarity, weak UX, poor pacing, or over-constrained economy?
  • what friction is essential and should be protected?
  • what friction is currently doing accidental damage?

9. Recommend design changes

For each major friction issue, specify:

  • Issue
  • Why it hurts
  • Keep / reduce / remove / surface / reorder / soften
  • Expected effect

Typical interventions:

  • surface hidden requirements
  • reduce simultaneous constraints
  • improve feedback and goal clarity
  • shorten dead-time without removing commitment
  • preserve meaningful tradeoffs while removing admin burden
  • stagger dependencies instead of stacking them all at once

Response structure

Audit Target

  • ...

Journey Breakdown

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

Friction Map

StepFriction PointTypeCauseIntensityVisibilityFairness Feel
.....................

Accumulation Analysis

  • ...

Breakpoints

  • ...

Diagnosis

  • ...

Recommendations

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

Fast mode

Use this quick pass when speed matters:

  • where does the player slow down or stop?
  • is the friction creating strategy or confusion?
  • is it fair and legible?
  • what other frictions are stacking nearby?
  • what should be preserved, softened, surfaced, or removed?

Working principle

Good friction gives the player something meaningful to push against. Bad friction makes the player wonder why they are pushing at all.

平台分布

OpenClaw

73.54%
按下载量换算390

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

权限未标注

当前来源未能明确判断权限范围,默认进入异常复核队列。

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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