game-design-grow-design — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-design-grow-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.
Use the GROW model to turn vague game design conversations into a structured decision flow:
Goal -> Reality -> Options -> Will
Use this skill when a team has ideas, concerns, and opinions, but not enough shared structure to reach a decision. Keep the framework practical, explicit, and usable by teams that need help clarifying what they want, what is true right now, what they could do, and what they should commit to next.
Generate a structured decision pass with these outputs:
Clarify what the team is trying to achieve.
Ask:
Use a SMART-style structure:
Write:
Suggested format:
Goal statement We want to [player/business outcome] by introducing or changing [feature/system], measured by [metrics/signals], within [timeframe].
Describe what is true right now.
Build a grounded picture of the current situation.
Ask:
Useful categories:
Write:
Suggested format:
Reality summary Current state: ... Constraints: ... Unknowns: ... Dependencies: ...
Generate multiple credible solution paths before recommending anything.
General rule: always produce several options, even when one path seems obvious.
#### Option-generation methods
Choose one or combine several:
A. Five-options approach Use when several candidate solutions already exist.
B. Obstacle approach Use when the team is blocked by one obvious problem.
C. Ideal-outcome approach Use when direction is unclear but the end state is clear.
D. Transformative approach Use when building on existing systems is likely better than inventing from scratch.
E. Thinking outside the box Use when the problem is understood but no satisfying approach exists.
#### Evaluate each option
For each option, score:
Capture the main tradeoffs, not just the scores.
Suggested format:
| Option | Summary | Player Value | Business Value | Cost | Risk | Notes |
|---|---|---|---|---|---|---|
| A | ... | ... | ... | ... | ... | ... |
| B | ... | ... | ... | ... | ... | ... |
Decide what should happen now.
Turn the discussion into a concrete action plan.
Ask:
Possible outputs:
Write:
Use this structure unless the user asks for something else:
Use this condensed version for rapid feature triage:
This skill is especially useful for:
It is particularly suitable for teams that need extra structure, explicit tradeoff framing, and help converting a loose discussion into a decision path.
When relevant, combine this framework with:
Use this framework to prevent two common failure modes:
The intent is not bureaucracy for its own sake. The intent is structured design judgment that helps uncertain teams move forward.
<!-- 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.