Token导航 LogoToken导航

Agent Skill · 研究检索

game-design-systematizing-empathizing-audit(游戏设计系统化共情审核)

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-systematizing-empathizing-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 31,211。

总安装 2,744周安装 111GitHub Stars 公开资料未说明下载 861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-systematizing-empathizing-audit(游戏设计系统化共情审核)
来源仓库:https://github.com/stanestane/game-design-systematizing-empathizing-audit
安装命令:
openclaw skills install game-design-systematizing-empathizing-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-systematizing-empathizing-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。

在系统化与同理心两个维度评估设计概念。适用于流程、循环或机制的综合平衡分析。提供坐标定位与改进侧重建议。结果为框架性评估,不替代深度用户研究。game-design-systematizing-empathizing-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-systematizing-empathizing-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-systematizing-empathizing-audit 怎么安装?

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

公开数据是累计安装 2,744 次,近一周安装 111 次,下载 861 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-systematizing-empathizing-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-systematizing-empathizing-audit

游戏设计系统化共情审核 · 本页

2,744—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-systematizing-empathizing-audit
description
Evaluate a game, feature, system, UX flow, progression loop, live-ops mechanic, monetization surface, or design concept on two axes: systematizing and empathizing. Use when you want to understand whether a design is structurally logic-driven or emotionally player-attuned, what kind of player personas it is likely to attract or repel, and what practical consequences follow from that positioning without assuming one quadrant is universally best.

Game Design Systematizing Empathizing Audit

Position the design by how strongly it rewards system-thinking and how strongly it reflects emotional understanding of the player.

Use this skill to understand what kind of design a concept is becoming, what kind of people it is likely to appeal to, and what tradeoffs come with that positioning. The goal is not to force every concept toward an imagined ideal balance. The goal is to diagnose where the design sits, who that tends to work for, who may reject it, and whether that positioning feels intentional or accidental.

Read references/axis-definitions.md when judging the two axes. Read references/quadrant-reads.md when describing what the position tends to feel like in practice. Read references/persona-tendencies.md when mapping likely audience appeal and rejection.

What to produce

Produce:

  1. Design read - what the concept is trying to do
  2. Systematizing position - how strongly it emphasizes logic, structure, mastery, and model-building
  3. Empathizing position - how strongly it emphasizes emotional fit, player sensitivity, warmth, expression, and humane friction handling
  4. Positioning read - what this combination tends to feel like in practice
  5. Likely persona appeal - who is likely to enjoy or value this design
  6. Likely rejection pattern - who may bounce and why
  7. Practical consequences - what follows for onboarding, retention, monetization, community, or communication
  8. Recommendation - how to lean into, counterweight, clarify, or intentionally preserve the position

Process

1. Read the design at the player-experience level

Clarify:

  • what the concept wants the player to do
  • what kind of player experience it seems to prioritize
  • whether the design is asking for mastery, comfort, expression, optimization, social belonging, emotional immersion, or some combination

2. Judge the systematizing axis

Ask how strongly the design rewards:

  • understanding rules
  • building internal models
  • predicting outcomes
  • optimizing behavior
  • mastering systems
  • engaging with strategic structure

Look for evidence such as:

  • clear rule consistency
  • explicit feedback and cause-effect legibility
  • optimization depth
  • mastery curves
  • strategic planning pressure
  • meaningful structural complexity

3. Judge the empathizing axis

Ask how strongly the design reflects understanding of:

  • player emotional reality
  • frustration tolerance
  • comfort and dignity
  • expressive identity
  • emotional readability
  • social sensitivity
  • humane handling of failure, pressure, and confusion

Look for evidence such as:

  • emotionally considerate onboarding
  • softened or well-framed failure
  • expressive play support
  • social meaning beyond pure function
  • sensitivity to frustration and player mood
  • systems that feel humane rather than merely correct

4. Describe the resulting position

Do not rank the quadrant morally. Describe what this position tends to mean. For example:

  • precise but emotionally austere
  • warm and intuitive but structurally soft
  • deep and humane but demanding to execute well
  • underdefined and low-intent on both axes

5. Map likely persona appeal

Infer which player tendencies are likely to find this attractive. Possible personas include:

  • optimizer
  • systems thinker
  • mastery-seeker
  • competitive achiever
  • tinkerer
  • cozy comfort-seeker
  • expressive identity player
  • social harmony player
  • narrative-relational player
  • low-friction casual
  • routine habit player

Use these as practical shorthand, not rigid psychological categories.

6. Map likely rejection

Ask which players are likely to bounce and why. Common causes include:

  • too much cold optimization pressure
  • too little structural depth
  • not enough emotional cushioning
  • too much emotional softness for mastery-seekers
  • social sterility
  • unclear or weak challenge identity

7. Extract practical implications

Describe what this position tends to imply for:

  • onboarding
  • retention
  • monetization tolerance
  • community behavior
  • feature communication
  • audience targeting
  • risk of mismatch between fantasy and system

8. Recommend intentionality

End with a practical recommendation such as:

  • lean further into this audience fit
  • add a small counterweight on the weaker axis
  • stop pretending the design is for everyone
  • communicate the positioning more honestly
  • preserve the current direction because it matches the concept well
  • simplify a mismatch between emotional promise and structural reality

Response structure

Design Read

  • ...

Systematizing Position

  • ...

Empathizing Position

  • ...

Positioning Read

  • ...

Likely Persona Appeal

  • ...

Likely Rejection Pattern

  • ...

Practical Consequences

  • ...

Recommendation

  • ...

Fast mode

  • How logic-driven and mastery-oriented is this design?
  • How emotionally considerate and player-attuned is it?
  • What kind of player is most likely to love this?
  • What kind of player is most likely to bounce?
  • What is the most important consequence of that positioning?
  • Should the team lean in, counterbalance, or clarify?

Style rules

  • Do not assume one quadrant is best.
  • Do not confuse warmth with weakness.
  • Do not confuse rigor with quality.
  • Tie judgments to observable design consequences.
  • Use personas as tendencies, not as deterministic labels.
  • If the design is mismatched, say whether the mismatch feels intentional or accidental.

Working principle

A design does not appeal to everyone in the same way. This skill exists to clarify what kind of player the design is really speaking to, and what structural-emotional tradeoffs come with that choice.

平台分布

OpenClaw

93.01%
按下载量换算801

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。

继续浏览同类 Skills