game-design-attribution-audit — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-design-attribution-audit (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.
Audit a design by asking how players will explain what just happened.
Use this skill to evaluate whether a success or failure is likely to be interpreted as deserved, learnable, and controllable, or as arbitrary, unfair, and outside the player's influence. Focus on player perception of causality, not designer intent or mechanical correctness.
Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.
Players do not respond only to outcomes. They respond to the story they tell themselves about why the outcome happened.
Healthy failure attribution usually feels:
Toxic failure attribution usually feels:
That combination produces reactions like "the game screwed me" or "this always happens and I can do nothing about it."
Ask whether the player is likely to locate the cause internally or externally.
Ask whether the player sees the cause as recurring or one-off.
Ask whether the player believes they can influence the outcome in future attempts.
Generate:
Clarify:
Write:
Map:
Ask:
For the observed outcome, judge:
Use this format:
| Dimension | Likely player reading | Why |
|---|---|---|
| Locus | Internal / Mixed / External | ... |
| Stability | Stable / Mixed / Unstable | ... |
| Controllability | High / Partial / Low | ... |
Translate the attribution profile into player-facing language.
Examples:
Prefer the exact sentence a frustrated player might actually say.
Look for root causes such as:
Pay special attention to combinations like:
These combinations tend to create helplessness, blame, and churn faster than any one issue alone.
For each issue, specify:
Examples:
Use this structure unless the user asks for something else:
Use this quick pass when speed matters:
This audit is especially useful for:
Common patterns to watch for:
A good failure says, "you can learn this." A bad failure says, "the game just does that."
Use this skill when you need to understand not only what happened, but what players will believe happened.
<!-- license-footer --> Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See <https://github.com/Stanestane/game-design-skills-bundle> for terms.
Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.