Game-Design Fundamentals
The bedrock principles every other skill in the pack assumes. If a design decision feels wrong and you're not sure why, the answer is usually here.
When to use this
- Deciding whether a mechanic, system, or choice is actually fun (not just functional)
- Balancing — hunting dominant strategies, no-brainer options, difficulty spikes
- Designing difficulty/flow, reward schedules, or progression
- Diagnosing player complaints: "my choices don't matter", "it's grindy", "that death was cheap", "I'm overwhelmed"
Scope
This is the spine. Sibling skills specialize it and link back here:
- Spatial reward cadence & exploration pull →
open-world-design - Perceptual uniqueness / the oatmeal problem →
procedural-generation,procgen-review - Telegraphing & fair lethality →
combat-design,permadeath-and-lethality - Loot dominance & economy balance →
rpg-systems - Real vs. fake branching →
narrative-and-quest-design
How the pieces fit
GUIDE.md— the cited why: interesting decisions, flow & difficulty, motivation (SDT), feedback & agency, choice architecture. Each principle carries exemplars, sources, the named failure mode, and the procedural/headless implication.CHECKLIST.md— Do/Don't + machine-checkable Test-for criteria, grouped by topic. These are written to be enforced as automated invariants in a generation loop, not just read.
The one idea to anchor on
A game is a series of interesting decisions (Sid Meier). A decision is interesting only when it has believed, persistent consequences, is made with enough information, carries a real trade-off, and has no dominant option. The single highest-leverage audit you can run: scan every system for a strictly-best strategy and delete it.
Why this matters doubly for a generator: a human team has a "this feels off" reflex that catches a broken economy or a cheap death late. An autonomous agent has none. So treat each principle here as an enforced automated invariant, not advice.
Start with GUIDE.md.