Results for “productivity-game”

51 skills
More results
dracounion
focused-work-gameframe
当需要进入高效、创造性的深度工作状态,并将工作体验从“压力”转化为“有挑战的游戏”时
11 · bundle
dracounion
life-game-optimization
当感到生活混乱、压力大、注意力分散,希望系统性地优化心智资源分配以提升创造力和生活体验时
11 · bundle
lionelsimai
game-plan
Create game plans with strategy and tactics. TRIGGERS - Use when user needs help with game-plan related tasks.
22
dracounion
life-as-game-framework
当需要将生活或工作中的复杂情境转化为可管理、可执行的系统时,或当感到迷茫、缺乏动力、陷入社会比较时,调用此模型来重新构建认知和行动框架
11 · bundle
dracounion
life-as-game-design
当需要将个人目标或生活挑战转化为结构化、可执行的游戏化系统时
11 · bundle
winbda
game-plan
Create game plans with strategy and tactics. TRIGGERS - Use when user needs help with game-plan related tasks.
3
michaelschecht
economy-design
Design in-game economies including currencies, progression systems, loot tables, monetization, and resource flow. Use when building the economic backbone of a game. Also trigger for "game economy", "loot table", "drop rates", "currency system", "progression design", "monetization strategy", or "reward system".
0
michaelschecht
game-concept
Brainstorm and develop game concepts, exploring genres, themes, target audiences, and unique selling points. Use when starting a new game project from scratch or pivoting an existing idea. Also trigger for "game idea", "what kind of game", "I want to make a game", "game pitch", or "explore game concepts".
0
dracounion
4-hour-work-system
当需要系统性地提升工作专注度和生产力,实现高质量成果时
11 · bundle
wondelai
drive-motivation
Design motivation systems for products and teams using Autonomy, Mastery, and Purpose (AMP) to drive intrinsic engagement.
1.6k · bundle
livelybug
office-hours
YC Office Hours — two modes. (gstack)
0 · bundle
michaelschecht
game-balancing
Balance game systems including difficulty curves, stat tuning, economy rates, matchmaking fairness, and player power progression. Use when tuning numbers and systems for fair, engaging gameplay. Also trigger for "game balance", "difficulty tuning", "stat balancing", "nerf", "buff", "power curve", or "difficulty curve".
0
dracounion
focused-work-system
当希望提升个人工作效率,实现深度工作,并追求工作与生活的更好平衡时
11 · bundle
subvisual
discovery-plan
discovery-plan
0 · bundle
tinh2
balance-test
Analyzes game balance by extracting stats from code and running mathematical simulations, including DPS tier lists, TTK matrices, EHP comparisons, economy stress tests, progression pacing, and Monte Carlo RNG simulations.
13
wondelai
high-output-management
Manage teams using Andy Grove's principles: production thinking for knowledge work, output indicators, managerial leverage, effective meetings, clean decisions, OKRs, and task-relevant maturity.
1.6k · bundle
rulebase-co
cx-incentive-design
Use to design support incentives that improve behaviour without destroying the metric — pairing pay with guardrails, naming gaming modes, and choosing measures that survive Goodhart pressure. Trigger for "incentive plan", "agent bonus scheme", "SPIFF design", "pay for QA score", "what metric should we bonus", CSAT incentives, or reviewing whether a comp change is driving gaming.
1
lovits
pua-ja
日本語の生産性コーチングモード。明示的な依頼、反復失敗、受け身、検証不足、品質不満のときに、構造化トラブルシューティングと証拠ベースの完了確認を促す。
0
brycewang-stanford
game-theory-paper-writer
Generate, continue, revise, polish, and stress-test game theory research papers. Use when the user provides a game theory topic, phenomenon, draft, outline, model idea, literature anchor, reviewer comments, or asks for 博弈论论文生成, 选题建模, 文献迁移, 模型修正, 均衡分析, 数值模拟, 论文润色, 改稿打磨, or R&R response work.
1k · bundle
solizardking
productivity-teach
Teach the user a new skill or concept in a multi-session teaching workspace with missions, lessons, and learning records.
0 · bundle
alirezarezvani
run
Execute the full AgentHub competition lifecycle in a single command: initialize, capture baseline, spawn agents, evaluate results, and merge the winner.
20.4k
michaelschecht
game-prototyping
Plan and execute rapid game prototypes to validate mechanics, test assumptions, and find the fun before committing to full production. Use when building playable proofs-of-concept. Also trigger for "prototype", "game jam", "proof of concept", "find the fun", "playable demo", or "rapid prototype".
0
theheavenlyd3mon
drive-motivation
Design motivation systems using Autonomy, Mastery, and Purpose (AMP) for products and teams. Use when the user mentions "intrinsic motivation", "gamification isnt working", "team incentives", "autonomy", "mastery", "purpose-driven", "employee engagement", or "reward systems". Also trigger when designing onboarding progression systems, fixing broken gamification, or building team structures that sustain high performance. Covers why carrot-and-stick fails and how to build progress systems. For habit-forming product loops, see hooked-ux. For retention behavior design, see improve-retention.
28 · bundle
dracounion
tactical-pressure
当个人或团队因拖延、分心或动力不足,导致重要目标长期停滞不前,需要一种强制机制来激发高度专注和行动力时
11 · bundle
dracounion
career-game-design
当需要主动设计和构建个人职业生涯,而非被动接受传统就业时
11 · bundle
subvisual
product-brainstorming
product-brainstorming
0
haongo232
game-design
Game design principles. GDD structure, balancing, player psychology, progression.
3
dvcrn
game
Turns a one-sentence game concept into a complete, playable design with rules, components, and variations, and also designs gamification systems for real-world goals.
32
omer-metin
yc-playbook
The YC meta-game distilled from 4000+ funded companies. Demo day prep, batch dynamics, investor updates, "launch now" mentality, talking to users obsessively. This is the playbook that turned $125K checks into trillion-dollar companies. Use when "yc, y combinator, demo day, batch, investor update, office hours, launch now, talk to users, do things that don't scale, make something people want, startup school, yc application, series a prep, post-yc, yc, startup, accelerator, demo-day, fundraising, launch, users, growth" mentioned.
128 · bundle
jarbitechture
goals
Optimize prompts via process goals (controllable behavioral instructions) rather than outcome goals (sparse end-result demands). Grounded in sports psychology meta-analysis showing process goals (d=1.36) vastly outperform outcome goals (d=0.09). Use when designing prompts, optimizing LLM steering, implementing CoT/decomposition patterns, or building automatic prompt optimization pipelines. Instantiates surrogate loss paradigm for discrete prompt space.
0
michaelschecht
game-analytics
Design telemetry systems, define KPIs, analyze player behavior data, and set up dashboards for data-driven game design decisions. Use when instrumenting a game for analytics or interpreting player data. Also trigger for "game telemetry", "player analytics", "game metrics", "KPIs", "player retention", "funnel analysis", or "player behavior".
0
jeffallan
the-fool
Stress-test ideas, plans, and decisions using structured critical reasoning across five modes: Socratic questioning, dialectic, pre-mortem, red teaming, and evidence audit.
10.4k · bundle
qhjqhj00
c2c-eval
Benchmarks language model agents on the C2C multi-agent negotiation task, reporting win rate across starting positions.
3
infometa
team-ops
Audit team performance using the Elon Algorithm (identify A/B/C players) and extract action items from meeting transcripts. Use when asked to "audit team performance", "review my team", "extract meeting actions", "meeting notes to tasks", "team efficiency audit", or "identify underperformers".
228 · bundle
dracounion
intensity-management
当需要规划或评估一个高强度工作阶段(如冲刺项目、密集训练、创作期)时,调用此模型来设定合理的边界并确保可持续性
11 · bundle