Game Design

Analyze, design, critique, balance, and rework video game mechanics, systems, and interface, grounded in a cross-game pattern catalog and design frameworks (MDA, core loops, flow, game feel, economy). The first stop for any design-touching change or discussion, including mid-implementation in an engine like Godot. Use when designing, balancing, brainstorming, or reworking a mechanic, progression, economy, loadout, inventory, loot, shop, enemy or difficulty scaling, reward, menu, or UI system; when tuning drop rates, prices, curves, or scaling; when asking whether something is fun, too grindy, or has a dominant strategy; when designing menus, HUD, transitions, onboarding, dialogue, guidance, input prompts, or accessibility; when capturing, pitching, or iterating a game idea, concept, vision, design pillars, or GDD, persisted as a living concept bundle; or when self-authoring game systems while building one. Rides alongside godot, which writes the engine code, while this decides what that code should do.

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