game-design — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-design (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Decisions about what makes a game fun and how players grow through it. The throughline: prove fun by playing, not by planning.
If a game isn't enjoyable in a tight repeating cycle, no amount of content saves it. The cycle:
Act → Get feedback → Earn a reward → Go again.
The player does something, the game answers clearly, that answer feels good, and they immediately want another go.
| Genre | The loop |
|---|---|
| Platformer | Run → jump → land → collect |
| Shooter | Aim → fire → kill → loot |
| Puzzle | Observe → reason → solve → move on |
| RPG | Explore → fight → level up → upgrade gear |
| Section | Captures |
|---|---|
| Pitch | The whole game in one sentence |
| Core loop | The 30-second gameplay cycle |
| Mechanics | How each system actually works |
| Progression | How the player moves forward |
| Art style | The visual direction |
| Audio | The sound direction |
| Player | Chasing |
|---|---|
| Achiever | Goals, completion, 100% |
| Explorer | Discovery, hidden corners, secrets |
| Socializer | People, interaction, community |
| Killer | Competition, beating others, dominance |
| Schedule | Feel | Where it fits |
|---|---|---|
| Fixed | Predictable, dependable | Milestone payouts |
| Variable | Compelling, hard to put down | Loot drops |
| Ratio (effort-based) | Earned through work | Grind-oriented systems |
Keep the player in the channel between boredom and panic:
| Strategy | How it works |
|---|---|
| Dynamic difficulty | The game adapts to the player's skill |
| Player selection | Let the player pick their challenge |
| Accessibility options | Tunables so anyone can find their fit |
| Type | What advances |
|---|---|
| Skill | The player gets better |
| Power | The character gets stronger |
| Content | New areas and modes open up |
| Story | The narrative moves forward |
| Pitfall | Do this instead |
|---|---|
| Designing in a vacuum | Playtest constantly, with real players |
| Polishing before it's fun | Prototype and find the fun first |
| Forcing one playstyle | Leave room for player expression |
| Punishing harshly | Reward progress and effort |
Fun isn't drafted on paper — it's discovered through iteration. Build it, play it, then change it.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.