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Agent Skill · 研究检索

game-design-player-segment-perception-audit(游戏设计 玩家细分感知审核)

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-player-segment-perception-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 32,113。

总安装 2,571周安装 103GitHub 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-player-segment-perception-audit(游戏设计 玩家细分感知审核)
来源仓库:https://github.com/stanestane/game-design-player-segment-perception-audit
安装命令:
openclaw skills install game-design-player-segment-perception-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-player-segment-perception-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。

评估不同玩家群体对功能更新的可能反应。适用于内容掉落、路线图变更或事件设计的包容性分析。识别潜在误解或负面感知风险。建议配合用户分层数据使用,提升决策准确性。game-design-player-segment-perception-audit 属于研究检索类 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-player-segment-perception-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-player-segment-perception-audit 怎么安装?

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

公开数据是累计安装 2,571 次,近一周安装 103 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-player-segment-perception-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-player-segment-perception-audit

游戏设计 玩家细分感知审核 · 本页

2,571—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-player-segment-perception-audit
description
Audit a game feature, live update, roadmap item, event, or content drop by how different player segments are likely to perceive it. Use when a feature is aimed at one cohort but visible to others, when update messaging may create excitement for players who cannot meaningfully access the feature, or when you need to understand how new, mid, and elder players will read the same feature differently.

Game Design Player Segment Perception Audit

Check not only who the feature is for, but who will see it, misunderstand it, resent it, or feel left out by it.

Use this skill to audit a feature through the eyes of different player segments. The goal is not to please every segment equally. The goal is to understand who the feature is actually serving, what other groups will perceive, and where update visibility, access, and expectation can create disappointment or wasted communication.

Read references/segment-layers.md when mapping the main audience groups. Read references/perception-failures.md when diagnosing common update-perception mistakes. Read references/recommendation-patterns.md when deciding how to adjust targeting, access, or messaging.

What to produce

Produce:

  1. Feature read - what the feature is and who it seems intended for
  2. Target segment read - which cohort is supposed to care most and why
  3. Cross-segment perception - how other player groups are likely to interpret it
  4. Access and visibility mismatch - who will hear about it versus who can actually use it
  5. Risk diagnosis - what disappointment, alienation, or wasted hype may result
  6. Recommendation - how to retarget, reframe, gate, soften, or broaden the feature rollout

Process

1. Clarify the feature and its intended audience

Ask:

  • what is being added or changed?
  • which player segment is the real target?
  • why would that segment care?
  • what specific value does the feature create for them?

2. Map the main player segments

At minimum consider:

  • new players
  • midgame players
  • elder/endgame players

Also consider when relevant:

  • free players
  • spenders
  • competitive players
  • collectors
  • social players
  • lapsed returners

3. Audit visibility versus access

Check:

  • who will see this feature in patch notes, ads, art, store pages, or UI surfaces?
  • who can actually access it soon?
  • who must wait, grind, pay, or reach a threshold first?
  • is the feature headline content for players who cannot meaningfully touch it?

4. Audit perception by segment

For each important segment ask:

  • will they care?
  • will they understand why it matters?
  • will they feel invited, excluded, indifferent, or misled?
  • does the update strengthen their sense of future aspiration or create disappointment?

5. Diagnose mismatch risk

Look for patterns such as:

  • excitement generated for the wrong audience
  • feature aimed at elder players but marketed broadly to everyone
  • midgame players ignored even though they are the pipeline to elder status
  • access friction turning aspiration into resentment
  • feature value obvious only to one cohort while others see noise

6. Recommend a better segment strategy

Possible moves:

  • target communications more narrowly
  • create smaller companion value for non-target segments
  • adjust unlock timing or access path
  • reduce visible hype for inaccessible content
  • provide aspiration framing without overpromising immediate relevance

Response structure

Feature Read

  • ...

Target Segment Read

  • ...

Cross-Segment Perception

  • ...

Access and Visibility Mismatch

  • ...

Risk Diagnosis

  • ...

Recommendation

  • ...

Fast mode

  • Who is this really for?
  • Who else will see it?
  • Who will care, who will not, and who will feel disappointed?
  • Is the visibility broader than the access?
  • What is the best fix: targeting, framing, or access?

Style rules

  • Do not assume one feature must serve all players equally.
  • Distinguish target audience from visible audience.
  • Pay special attention to middle cohorts, not just new and elder players.
  • Be concrete about disappointment mechanics, not just vague sentiment.
  • Treat aspiration carefully; it can motivate or alienate depending on access.

Working principle

A feature is not experienced only by the players who use it. It is also experienced by the players who see it, anticipate it, misunderstand it, or discover they are excluded from it.

平台分布

OpenClaw

98.11%
按下载量换算816

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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