Game Design Stress Test

Pressure-test an existing game design for brittleness — dominant strategies, sagging middles, fantasy-vs-loop mismatch, fragile player misunderstanding, and the "why isn't this just X" problem. Use whenever a designer has a game concept with some shape and needs to find what is weak before investing in a prototype, asks for "feedback" or "a critique" or "what's wrong with this", shares a polished-sounding pitch that has not yet been adversarially examined, or seems too in love with their own idea to see its failure modes. Apply this skill any time a design conversation has been generative for a while and needs an adversarial turn — designers rarely ask for stress-testing themselves and usually need it before they think they do.

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