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Agent Skill · 效率

game-design-one-thing-to-remove(游戏设计需要删除一件事)

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-one-thing-to-remove 是效率类 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,按安装量在效率类的 21,003 个 Skill 里排第 18,250。

总安装 2,376周安装 101GitHub Stars 公开资料未说明下载 832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-one-thing-to-remove(游戏设计需要删除一件事)
来源仓库:https://github.com/stanestane/game-design-one-thing-to-remove
安装命令:
openclaw skills install game-design-one-thing-to-remove
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-one-thing-to-remove

这个 Skill 是做什么的

效率类 Skill 把重复的整理、汇总、转换工作交给助手完成,减少手工复制粘贴。

识别对项目影响最大的可删除项,简化设计复杂度。适用于功能冗余、流程冗长或原型过大的优化场景。基于输入内容分析优先级,提出单一高影响力移除建议。建议结合团队讨论使用,避免仅依赖自动化判断。game-design-one-thing-to-remove 属于效率类 Skill,可作为该场景下的辅助能力补充。

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-one-thing-to-remove;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-one-thing-to-remove 怎么安装?

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

game-design-one-thing-to-remove 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-one-thing-to-remove 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-one-thing-to-remove 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-one-thing-to-remove 用的人多吗?

公开数据是累计安装 2,376 次,近一周安装 101 次,下载 832 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-one-thing-to-remove 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。
  • 需要处理效率类任务、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。

效率类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
github

GitHub 代码协作 · OpenClaw

7,632,918545需要联网MIT-0通过
nano-pdf

Nano PDF 文档 · OpenClaw

4,249,476231需要联网MIT-0通过
auto-updater

自动更新程序 · OpenClaw

2,964,063386操作浏览器MIT-0通过
video-frames

视频帧 · OpenClaw

2,621,304112需要联网MIT-0通过
gemini

Gemini 助手 · OpenClaw

2,547,39648需要联网MIT-0有提醒
game-design-one-thing-to-remove

游戏设计需要删除一件事 · 本页

2,376—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-one-thing-to-remove
description
Identify the single highest-leverage thing to remove from a game design, feature, system, UX flow, pitch, roadmap item, or prototype in order to improve it significantly. Use when a design feels bloated, muddy, overengineered, overly tutorialized, friction-heavy, or diluted by low-value mechanics, and you want a subtractive critique with rationale, tradeoffs, and a cleaner alternative.

Game Design One Thing To Remove

Improve the design by cutting one thing, not by adding three more.

Use this skill when a design would likely become better through subtraction. The goal is not to nitpick random dislikes. The goal is to identify the one removal with the highest leverage: the thing whose absence would most improve clarity, pacing, focus, emotional impact, usability, production efficiency, or strategic coherence.

Read references/removal-lenses.md when deciding what kind of thing is most worth cutting. Read references/evaluation-patterns.md when you need the exact output pattern.

What to produce

Produce:

  1. Design read - what the design is trying to do
  2. Removal candidate - the one thing to remove
  3. Why this removal has highest leverage - why this cut matters more than others
  4. What improves if removed - concrete downstream effects
  5. Tradeoff - what value is lost too
  6. Value-preserving alternative - how to keep the good part without the bad part, if needed
  7. Verdict - remove now, prototype without it, or cut later if evidence confirms

Process

1. Understand what the design is trying to achieve

Clarify:

  • the intended player experience
  • the core loop or promise
  • which parts feel central versus decorative
  • what business, retention, content, or production realities matter

2. Look for subtractive opportunities

Check whether the design contains:

  • redundant mechanics
  • duplicate progression layers
  • false choices
  • low-value friction
  • weak reward currencies
  • tutorial clutter
  • content burdens that add little value
  • fantasy dilution
  • complexity that does not create meaningful depth

3. Identify the highest-leverage removal

Pick one thing only. Do not list five cuts unless the user explicitly asks. Choose the removal whose absence would improve the design most significantly.

Good candidates include:

  • one mechanic
  • one progression layer
  • one UI step
  • one rule or constraint
  • one reward type
  • one content dependency
  • one feature that muddies the fantasy

4. Explain the mechanism of improvement

Do not say only that the design becomes “cleaner.” Explain exactly what improves, such as:

  • comprehension
  • pacing
  • motivation
  • readability
  • strategic clarity
  • production sustainability
  • onboarding burden
  • player trust
  • emotional focus

5. Acknowledge the loss honestly

A good cut may still remove something useful. State what is lost and whether that loss matters. If appropriate, suggest a lighter substitute that preserves the upside without keeping the full problematic element.

6. Make a practical recommendation

End with a decision such as:

  • remove now
  • prototype without it
  • keep for now, but cut if testing confirms the issue

Response structure

Design Read

  • ...

One Thing I Would Remove

  • ...

Why This Is the Highest-Leverage Cut

  • ...

What Improves If Removed

  • ...

What You Lose

  • ...

How To Preserve the Good Part Without the Bad Part

  • ...

Verdict

  • ...

Fast mode

  • What is the design trying to do?
  • What single element is hurting it most?
  • Why is that element more worth cutting than anything else?
  • What gets better if it disappears?
  • What should replace it, if anything?

Style rules

  • Be decisive.
  • Pick one thing.
  • Prefer mechanism over taste.
  • Do not recommend removal just because something is complex; complexity is acceptable if it creates real value.
  • Distinguish between elegant subtraction and destructive oversimplification.
  • If nothing should be removed, say that clearly and explain why.

Working principle

Many designs get worse because every problem is answered with addition. Sometimes the best improvement is subtraction with intent.

平台分布

OpenClaw

79.55%
按下载量换算662

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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