motivation-retention — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited motivation-retention (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.
Design for why players start, continue, return, care, and recommend a game.
Use lenses as diagnostic questions, not forced taxonomy:
Ask: what need the loop satisfies, which players are underserved, what emotion is missing, where autonomy/mastery/social meaning/curiosity/identity/status are supported, and where the design pressures, obscures, or punishes.
Healthy retention comes from:
Do not equate retention with daily obligation. If a loop needs fear of missing out, loss aversion, or sunk cost, the core value is weak.
Commercial success depends on fit:
Recommend battle passes, seasons, stores, guilds, or daily quests only when they reinforce the fantasy and respect player time.
Flag and reframe:
Alternatives: clear value, optional goals, catch-up, transparent odds, player-set pace, fair matchmaking, earned mastery, expressive rewards, and relatedness-supporting social systems.
Return:
Use ../../references/rubrics.md for the motivation and retention rubric.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.