game-design-review
Invoke when the user wants feedback on a game design document, GDD review, design evaluation, or consistency check on an existing design.
Skill by AlterLab-IEU
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/alterlab-ieu-game-design-review
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: documents, design
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-design-review
Tools it pre-approves 5
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
Read,Glob,Grep,Write,AskUserQuestion
What's inside
- Skill name
game-design-review- Description
- Invoke when the user wants feedback on a game design document, GDD review, design evaluation, or consistency check on an existing design. Triggers on: "review my GDD", "design feedback", "evaluate design", "design document review", "GDD critique". Do NOT invoke for brainstorming new ideas (use game-brainstorm) or balance tuning (use game-balance-check). Part of the AlterLab GameForge collection.
- License
- MIT
- Allowed tools
- Read,, Glob,, Grep,, Write,, AskUserQuestion
- Instructions
- 304 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# AlterLab GameForge -- Design Document Review Workflow A game design document is a living contract between your ambitions and your execution capacity. A bad GDD is not poorly formatted -- it is one that lets the team build confidently in the wrong direction for weeks before anyone notices. Hollow Knight's design doc worked because Team Cherry kept it tight, falsifiable, and obsessively focused on three pillars. Most GDDs fail because they describe a game without constraining it -- anything goes, so nothing works. This is not a checklist review. A checklist confirms sections exist. This review confirms sections are good -- internally consistent, psychologically grounded, scope-honest, and specific enough to guide implementation decisions. Disco Elysium's systems-narrative integration did not happen by accident -- it happened because the design document specified exactly how every skill check connected to every dialogue branch. That level of specificity is what this review demands. ### Purpose & Triggers Use this workflow when: - A designer says "review my GDD" or "give feedback on my design document" - Before starting implementation, to catch problems while they are cheap to fix - After significant design changes, to re-validate internal consistency - When a playtest reveals problems and you suspect the root cause is in the design - When team members disagree about what the game is supposed to be Problems this solves: - Mechanics that do not serve any design pillar (orphan features) - Target aesthetics that contradict the actual mechanics (MDA misalignment) - Scope estimates that ignore reality (optimism masquerading as planning) - Design documents that describe a game but do not constrain it (anything goes = nothing works) - Systems that interact in unintended ways (emergent conflict) - Missing sections that will cause confusion during implementation ### Critical Rules 1. **Read the whole document before commenting.** Context matters. A mechanic that seems orphaned in Section 3 might be justified by the progression system in Section 7. Read everything first, then analyze. 2. **Severity matters.** Not all findings are equal. A missing core loop definition is Critical. A vague art style reference is Minor. Assign severity explicitly so the designer knows where to spend time. 3. **Be specific, not vague.** "The combat system could be better" is useless feedback. "The combat system describes player attacks but never specifies enemy behavior patterns, making it impossible to tune difficulty" is actionable. Name the problem, cite the section, propose the fix. 4. **Propose, do not prescribe.** Offer alternative approaches with reasoning, not mandates. The designer owns the vision. Your job is to identify problems and suggest directions -- "Disco Elysium solved this by tying skill checks to dialogue, not combat" is a reference that opens thinking. "Just copy Disco Elysium" is lazy. 5. **Reference the theory.** When flagging an issue, connect it to established design principles from `docs/game-design-theory.md`. "This violates Flow Theory because the difficulty spike at Stage 3 has no skill-building ramp" is stronger than "Stage 3 is too hard." 6. **Check alignment across the document.** The biggest GDD failures are not missing sections but contradictions between sections. A pillar that says "player freedom" and a level design section that describes linear corridors is a critical contradiction. ### Workflow **Step 1: Document Intake** Read the complete design document. Note the structure, length, and overall organization. Identify which of the 8 required GDD sections are present: ``` REQUIRED GDD SECTIONS ------------------------------------------------- 1. Game Overview (concept, genre, platform, audience) 2. Core Mechanics (player actions, systems, interactions) 3. Game Flow / Core Loop (30-sec to full-game timescales) 4. Level / World Design (spaces, progression through space) 5. Art Direction (visual style, references, asset requirements) 6. Audio Design (music, SFX, adaptive audio approach) 7. UI / UX Design (menus, HUD, accessibility considerations) 8. Technical Requirements (engine, platforms, performance targets) OPTIONAL BUT VALUABLE - Narrative Design (story, characters, dialogue systems) - Monetization Model (if applicable) - Multiplayer Design (if applicable) - Accessibility Plan - Competitive Analysis ------------------------------------------------- ``` **Step 2: Pillar Alignment Review** This is the most important dimension. If the game has defined design pillars, every mechanic and system must trace back to at least one pillar. If no pillars are defined, flag this as a Critical finding. ``` PILLAR ALIGNMENT MATRIX ------------------------------------------------- Mechanic/System | Pillar 1 | Pillar 2 | Pillar 3 | Orphan? ------------------------------------------------- [combat system] | Yes | -- | Yes | No [crafting system] | -- | -- | -- | YES - flag [dialogue choices] | Yes | Yes | -- | No [inventory management] | -- | -- | -- | YES - flag ------------------------------------------------- Orphan mechanics are red flags. They either: a) Should be cut (they serve no pillar, so they dilute focus) b) Reveal a missing pillar (add a pillar that justifies them) c) Are described poorly (clarify how they connect to pillars) ``` **Step 3: MDA Consistency Review** Check whether the described mechanics actually deliver the target aesthetics. This requires understanding the MDA Framework as documented in `docs/game-design-theory.md`. ``` MDA CONSISTENCY CHECK ------------------------------------------------- Target Aesthetic | Required Dynamics | Mechanics That Deliver | Gap? ------------------------------------------------- Discovery | Exploration, revelation | Fog of war, hidden areas | OK Challenge | Skill testing, escalation| [none described] | GAP ------------------------------------------------- Common MDA misalignments: - Target "Discovery" but linear level progression (no exploration mechanics) - Target "Challenge" but no difficulty scaling or mastery curve - Target "Expression" but no player-facing creative tools - Target "Fellowship" but single-player-only design ``` **Step 4: Player Psychology Review**
From AlterLab-IEU/AlterLab_GameForge, MIT.
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Signals
- Stars
- 46
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Mar 25, 2026 (7 months ago)
- Last release
- Mar 26, 2026 (7 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
game-design-review skill. Agent Mart. https://agentmart.dev/skills/alterlab-ieu-game-design-review (last updated 2026-10-24)