Game Mechanics Prompts
Design abilities, enemies, progression systems, and game balance
Ability & Skill Design(15)
Active Ability Design Doc
Ability design docs that specify cancellation windows and counter-play prevent abilities from feeling either useless or broken at launch.
Skill Tree Architecture
Skill trees with keystone nodes and sacrifice mechanics create memorable build decisions. The anti-stacking requirement prevents the one-obvious-build problem at launch.
Ultimate / Signature Move Design
Ultimate abilities need a clearly articulated power fantasy and a reason NOT to always use them. This stops ultimates from becoming mindless button-presses.
Passive Ability System
Passive abilities with behavior-changing triggers create emergent playstyles. The "zero ambiguity" requirement prevents the tooltip bugs that frustrate players.
Ultimate Ability Design Spec
Ultimate abilities need a counterplay answer or they become frustrating. Designing the counters at the same time as the ability prevents late balance patches.
Passive Ability Design Set
Passives that just increase numbers are design dead-ends. This template forces behavior modification that creates emergent playstyle identity.
Resource System for a New Mechanic
Resource systems with trivially easy upkeep add complexity without strategy. The sweet-spot requirement forces design that rewards skill rather than just attention.
Mobility Ability Design Spec
Mobility abilities shape level design requirements. Specifying geometry needs at design time prevents the expensive problem of levels that don't support the character's kit.
Combo System Design
Combo systems without clear enemy-interruption design become button-mashing havens. Designing the enemy response simultaneously creates genuine skill expression.
Cooldown vs. Resource Tradeoff Design
Ability rate-limiting choices define a class's feel. Cooldowns create rhythm; resources create decision-making. Mixing them without a philosophy produces incoherent class design.
Environmental Interaction Ability Design
Environmental ability design that doesn't specify level designer requirements results in abilities that work in zero rooms. The "must accommodate" note is the critical link between design and production.
Class Identity Differentiation Audit
Class audits before new content reveals which classes are design redundant. Addressing redundancy before new classes are added prevents an ever-expanding homogeneous roster.
Support / Healer Role Design
Support classes designed only for effectiveness are the least fun classes in any genre. The player power fantasy requirement forces the designer to articulate what makes support inherently rewarding.
Signature Ability Animation Design
Signature ability animations need a designed VFX hierarchy to prevent the character being lost in their own effects. Pre-specifying "character reads first" or "effect reads first" shapes every VFX size decision.
Ability Unlock Pacing Plan
Ability unlock schedules without a "systemic unlock" milestone produce skill trees that expand quantity but not depth. The mid-game ability that changes how all previous abilities work is the design that creates mastery arcs.
Item & Equipment(11)
Legendary Item Design
Legendary items need effects strong enough to justify the acquisition grind. This forces you to design the effect before deciding how to make it rare.
Crafting Recipe System Design
Crafting systems fail when the first items you can make feel useless. This forces the "exciting first craft" as a design requirement, not an afterthought.
Loot Table Design
Loot tables without bad luck protection create frustrating dry streaks. Designing protection upfront prevents the post-launch community backlash.
Crafting System Design
Crafting systems become inventory management simulators without deliberate economy design. The shop-relevance question forces the designer to consider the system holistically.
Consumable Item Design Set
Consumable sets that're all healing potions create inventory clutter without strategy. This forces proactive and knowledge-gated options alongside the standard reactive ones.
Loot Table Design for Enemy Type
Loot tables without thematic coherence break immersion. Conditional drops tied to player skill create the "secret reward for mastery" feeling without requiring complex systems.
Legendary Item Design with Lore
Legendary items without lore are just items with better numbers. The 150-word lore requirement forces a story that makes players want to share what they found.
Set Bonus Item System Design
Set bonuses that scale linearly (+stat per piece) don't create meaningful decisions. Bonuses that change playstyle at each tier create the "just one more piece" engagement loop.
Currency & Economy Sink Design
Economies need a variety of sink types — one-time and recurring, essential and optional — to maintain currency value across different player types and progression stages.
Unique Item Effect Brainstorm
Unique item brainstorms constrained to "no stat boosts" force the design muscle that creates legendary items. The novel interaction requirement is the quality gate that separates good items from memorable ones.
Crafting System Recipe Design
Crafting systems without a discovery mechanism produce players who look up every recipe immediately. Designing the discovery experience — not just the recipe list — is what makes crafting feel rewarding rather than mechanical.
Enemy Design(12)
Enemy AI Behavior State Machine
AI state machines need explicit transition conditions to prevent enemies getting stuck in states. The "investigate" state alone prevents the classic "lost player, instantly returns to patrol" problem.
Boss Fight Phase Design
Multi-phase bosses need attack removal as much as addition to avoid sensory overload. The "remove or modify" requirement for each phase is the most overlooked boss design rule.
Enemy Roster — Difficulty Curve Design
Enemy rosters designed as a curriculum teach players through escalating challenge rather than difficulty spikes. Each enemy should be a vocabulary word the player learns to read.
Boss Phase Transition Design
Phase transitions that only change health percentage waste their dramatic potential. This links each phase to arena, audio, and player-option changes for full escalation.
Horde Enemy Behavior Design
Horde systems feel chaotic without emergent behavior rules. Simple agent rules that produce complex emergent flanking are more interesting than scripted AI.
Stealth Enemy Patrol & Detection Design
Stealth enemy detection is the core loop of the genre. Players need to understand and predict detection to feel smart — opacity kills stealth games.
Enemy Faction Diversity Design
Enemy factions that fight identically despite different aesthetics miss a design opportunity. Faction-exclusive mechanics force players to adapt strategy, not just observe art.
Mini-Boss Design Brief
Mini-bosses that use the same design depth as regular enemies waste the encounter. The "gimmick-as-first-introduction" structure makes mini-bosses into mechanic tutorials that feel like rewards.
Ranged Enemy Archetype Design
Ranged enemies that don't force player movement are just damage sources with range. The cover-flushing behavior and melee-synergy design are what create the positioning puzzle.
Tutorial Enemy Design Brief
Tutorial enemy design is player onboarding design. Each variant that adds ONE new element is the pacing lesson — complexity introduced one piece at a time.
Environmental Hazard as Enemy Design
Environmental hazards designed as passive obstacles waste their potential as design elements. A hazard with a tell and three approach options has the strategic depth of an enemy without requiring AI.
Final Boss Complete Design Document
Final boss design documents written without considering the post-boss scene produce endings that deflate after the mechanical climax. The scene immediately following defeat is the emotional climax — designing both together prevents the anticlimax.
Progression Systems(12)
XP & Leveling Curve Design
Leveling curves need explicit formulas before tuning begins. The "ding frequency" target prevents both the too-fast (no weight) and too-slow (boring grind) failure modes.
Battle Pass / Season Pass Structure
Battle pass design that addresses FOMO explicitly tends to get less player backlash. The free-track-must-feel-rewarding requirement prevents pay-to-not-be-bored designs.
Upgrade / Enhancement System
Upgrade systems with no refund mechanic punish experimentation. Deciding the refund policy upfront prevents the "I bricked my build" player complaints.
Leveling XP Curve Design
XP curves without planned power spikes feel like treadmills. Designing the "feel great" moments at specific levels shapes what content to put there.
Achievement System Design
Achievement lists that're purely story milestones waste the system. This forces mastery, secret, and joke categories that extend engagement beyond the critical path.
New Game Plus Design
NG+ that's only "harder" retains few players. New mechanic exclusivity and story additions give veterans a reason to return without fragmenting the base experience.
Prestige / Ascension System Design
Prestige systems that feel mandatory rather than optional alienate casual players. Designing the "mandatory vs optional" power gap determines whether prestige is rewarding or coercive.
Relationship / Affinity System Design
Affinity systems without conflict between relationships become simple checklist grinders. Designing NPC relationships that occasionally compete creates genuine social management.
Gear Score / Item Level Design
Gear score systems without catch-up mechanisms create insurmountable barriers for returning players. Designing catch-up at the same time as the system prevents this becoming a retention problem 6 months post-launch.
Mastery / Prestige Cosmetic System
Mastery systems that don't display progress to other players remove the social motivation that drives the behavior. The display design is as important as the reward design.
World / Map Unlock Progression Design
World unlock design without a "visual first glimpse" plan produces areas that feel sudden. The glimpse creates anticipation that transforms an unlock gate from a wall into a reward.
Session Length Design for Mobile
Mobile games designed without an explicit session end state feel either addictive-by-dark-pattern or frustrating-to-stop. Designing a "natural completion feeling" is the retention mechanic that brings players back willingly.
Game Balance(14)
Combat Balance Spreadsheet Design
Balance spreadsheets without TTK (time-to-kill) targets produce inconsistent difficulty. The "gold standard encounter" creates a repeatable test that keeps all designers calibrated.
Economy Balance Design
Economy balance starts with income sources and sinks that match the intended pace of progression. Designing the "first 30 minutes" experience first prevents the new-player poverty spiral.
Difficulty Scaling System
Difficulty design that goes beyond HP multipliers requires defining the identity of each tier. The accessibility options being separate from difficulty is an increasingly industry-standard practice.
Multiplayer Map Balance Analysis
Map balance analysis with actionable geometry changes. The "without redesigning the map" constraint forces incremental fixes rather than impractical full redesigns.
Playtesting Feedback Analysis
Playtesting feedback without triage wastes design time. The symptom vs root-cause distinction prevents you from fixing 10 symptoms when one root-cause fix resolves all of them.
Difficulty Accessibility Design
Granular difficulty options retain more players than presets. The philosophy statement prevents the common mistake of treating accessibility as charity rather than good design.
Economy Inflation Prevention Design
Game economies without planned sinks become meaningless late-game. Designing sinks at the same time as sources prevents the "infinite money" problem.
Competitive Balance Patch Design
Competitive patches that over-correct destroy archetypes and frustrate the players who enjoyed them. The minimum-effective-change principle and "what we didn't change" both prevent this.
Speedrun Consideration Design Checklist
Games that accidentally have speedrun glitches either patch them out (community upset) or never address them. Designing skip opportunities intentionally creates a healthy speedrun scene without breaking the intended experience.
Loot Drop Balance Analysis
Loot systems are the most mathematically sensitive in games. Bad luck protection and the deterministic parallel path are the two features that eliminate player frustration without removing randomness.
Tutorial Balance — Learning Without Dying
Single-speed tutorials lose veterans in minute 3 and overwhelm new players by minute 8. Designing explicitly for the overlap between all three player types produces tutorials that serve everyone.
Exploit & Edge Case Design Review
Exploit reviews that only think about damage-optimization miss griefing, progression-skipping, and sequence-breaking. The "trivializing-but-fun" category is the most important judgment call in this review.
New Player vs Veteran Balance Design
Games that don't design the new player experience and veteran ceiling separately produce games that feel easy to veterans and impossible to new players. The deliberate veteran-only detail is the respect signal that retains experienced players.
Difficulty Curve Audit Framework
Difficulty curves without an audit framework are fixed by feel after playtesting, which is expensive. Defining the expected capability benchmarks before development makes spike and valley identification objective rather than subjective.
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