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Game Design One Thing To Remove

作者 Stanislav Stankovic · GitHub ↗ · v1.0.0 · MIT-0
cross-platform ✓ 安全检测通过
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在 OpenClaw 中安装
/install game-design-one-thing-to-remove
功能描述
Identify the single highest-leverage thing to remove from a game design, feature, system, UX flow, pitch, roadmap item, or prototype in order to improve it s...
使用说明 (SKILL.md)

Game Design One Thing To Remove

Improve the design by cutting one thing, not by adding three more.

Use this skill when a design would likely become better through subtraction. The goal is not to nitpick random dislikes. The goal is to identify the one removal with the highest leverage: the thing whose absence would most improve clarity, pacing, focus, emotional impact, usability, production efficiency, or strategic coherence.

Read references/removal-lenses.md when deciding what kind of thing is most worth cutting. Read references/evaluation-patterns.md when you need the exact output pattern.

What to produce

Produce:

  1. Design read - what the design is trying to do
  2. Removal candidate - the one thing to remove
  3. Why this removal has highest leverage - why this cut matters more than others
  4. What improves if removed - concrete downstream effects
  5. Tradeoff - what value is lost too
  6. Value-preserving alternative - how to keep the good part without the bad part, if needed
  7. Verdict - remove now, prototype without it, or cut later if evidence confirms

Process

1. Understand what the design is trying to achieve

Clarify:

  • the intended player experience
  • the core loop or promise
  • which parts feel central versus decorative
  • what business, retention, content, or production realities matter

2. Look for subtractive opportunities

Check whether the design contains:

  • redundant mechanics
  • duplicate progression layers
  • false choices
  • low-value friction
  • weak reward currencies
  • tutorial clutter
  • content burdens that add little value
  • fantasy dilution
  • complexity that does not create meaningful depth

3. Identify the highest-leverage removal

Pick one thing only. Do not list five cuts unless the user explicitly asks. Choose the removal whose absence would improve the design most significantly.

Good candidates include:

  • one mechanic
  • one progression layer
  • one UI step
  • one rule or constraint
  • one reward type
  • one content dependency
  • one feature that muddies the fantasy

4. Explain the mechanism of improvement

Do not say only that the design becomes “cleaner.” Explain exactly what improves, such as:

  • comprehension
  • pacing
  • motivation
  • readability
  • strategic clarity
  • production sustainability
  • onboarding burden
  • player trust
  • emotional focus

5. Acknowledge the loss honestly

A good cut may still remove something useful. State what is lost and whether that loss matters. If appropriate, suggest a lighter substitute that preserves the upside without keeping the full problematic element.

6. Make a practical recommendation

End with a decision such as:

  • remove now
  • prototype without it
  • keep for now, but cut if testing confirms the issue

Response structure

Design Read

  • ...

One Thing I Would Remove

  • ...

Why This Is the Highest-Leverage Cut

  • ...

What Improves If Removed

  • ...

What You Lose

  • ...

How To Preserve the Good Part Without the Bad Part

  • ...

Verdict

  • ...

Fast mode

  • What is the design trying to do?
  • What single element is hurting it most?
  • Why is that element more worth cutting than anything else?
  • What gets better if it disappears?
  • What should replace it, if anything?

Style rules

  • Be decisive.
  • Pick one thing.
  • Prefer mechanism over taste.
  • Do not recommend removal just because something is complex; complexity is acceptable if it creates real value.
  • Distinguish between elegant subtraction and destructive oversimplification.
  • If nothing should be removed, say that clearly and explain why.

Working principle

Many designs get worse because every problem is answered with addition. Sometimes the best improvement is subtraction with intent.

安全使用建议
This skill appears safe and coherent for providing subtractive game-design feedback. Before using, avoid pasting secrets or private data into prompts. If you need stronger assurance, test the skill on non-sensitive examples and review its outputs for any unexpected requests; because it's instruction-only, there is no hidden install or network endpoint to inspect.
功能分析
Type: OpenClaw Skill Name: game-design-one-thing-to-remove Version: 1.0.0 The skill bundle is a purely analytical tool for game design critique, focusing on identifying redundant or low-value features for removal. It contains only markdown instructions and reference documentation (SKILL.md, evaluation-patterns.md, removal-lenses.md) with no executable code, system access, network calls, or malicious prompt injection attempts.
能力评估
Purpose & Capability
The name/description match the SKILL.md and reference documents. No unrelated credentials, binaries, or config paths are requested, and the skill is clearly purely advisory (game-design critique).
Instruction Scope
Runtime instructions are limited to reading the included reference files and producing a structured critique. They do not instruct the agent to access external endpoints, read unrelated system files, or exfiltrate data.
Install Mechanism
There is no install spec and no code files to install or execute; this is instruction-only, which minimizes disk/write risk.
Credentials
The skill declares no required environment variables, credentials, or config paths. Nothing requested is disproportionate to a design-critique utility.
Persistence & Privilege
always is false and the skill does not request elevated or persistent system presence. Autonomous invocation is allowed by platform default (not flagged by itself) and is reasonable for a user-invocable critique tool.
如何使用
  1. 确保已安装 OpenClaw(本地或 Docker 部署)
  2. 在对话框中输入安装命令:/install game-design-one-thing-to-remove
  3. 安装完成后,直接呼叫该 Skill 的名称或使用 /game-design-one-thing-to-remove 触发
  4. 根据 Skill 的参数说明提供必要输入,即可获得结构化输出
版本历史
v1.0.0
Initial release: subtractive game design audit focused on identifying the single highest-leverage thing to cut.
元数据
Slug game-design-one-thing-to-remove
版本 1.0.0
许可证 MIT-0
累计安装 0
当前安装数 0
历史版本数 1
常见问题

Game Design One Thing To Remove 是什么?

Identify the single highest-leverage thing to remove from a game design, feature, system, UX flow, pitch, roadmap item, or prototype in order to improve it s... 它是一个面向 Claude Code / OpenClaw 的 AI Agent Skill 插件,目前累计下载 82 次。

如何安装 Game Design One Thing To Remove?

在 OpenClaw 或 Claude Code 对话框中运行命令「/install game-design-one-thing-to-remove」即可一键安装,无需额外配置。

Game Design One Thing To Remove 是免费的吗?

是的,Game Design One Thing To Remove 完全免费,采用 MIT-0 许可证,可自由下载、安装和使用。

Game Design One Thing To Remove 支持哪些平台?

Game Design One Thing To Remove 跨平台运行,可在任意部署了 OpenClaw / Claude Code 的环境中使用(cross-platform)。

谁开发了 Game Design One Thing To Remove?

由 Stanislav Stankovic(@stanestane)开发并维护,当前版本 v1.0.0。

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