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Game Design Failure Loop Audit

Community
Stanestane
game-design-failure-loop-audit

Audit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they learn, what they lose, and why they would or would not try again. Use when diagnosing whether failure teaches, motivates, stalls, humiliates, exhausts, or ejects the player, or when tuning punishment, retry structure, and post-failure recovery.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-design-failure-loop-audit
Stars
87
Forks
18
Bundled files
2
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Stanestane on GitHub. Read the source before you install it.

Installation

Install the Game Design Failure Loop Audit AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-failure-loop-audit
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Stanestane/game-design-skills-bundle.git /tmp/game-design-skills-bundle
mkdir -p .claude/skills
cp -r /tmp/game-design-skills-bundle/game-design-failure-loop-audit .claude/skills/game-design-failure-loop-audit
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Design Failure Loop Audit in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Design Failure Loop Audit on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Design Failure Loop Audit is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game Design Failure Loop Audit

Audit what the game does after the player fails, and whether that loop produces learning, motivation, and retry energy instead of confusion, resentment, or collapse.

Use this skill when a design includes repeated failure states and the real question is not merely "is failure possible" but "what does failure do to the player over time?" The goal is to evaluate what the player loses, what they understand, what they retain, how fast they re-enter, and whether the failure loop makes them want another attempt.

Read references/family-conventions.md when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. Read references/output-patterns.md when you want the preferred recommendation and minimal-fix structure.

Core principle

A good failure loop does not just punish. It converts defeat into renewed intention.

A strong failure loop usually provides:

  • readable cause of failure
  • meaningful lesson or hypothesis for next attempt
  • tolerable cost relative to clarity
  • manageable re-entry friction
  • emotional permission to try again

A bad failure loop produces:

  • confusion without learning
  • punishment without agency
  • downtime without anticipation
  • repetition without adaptation
  • shame, fatigue, or helplessness

What to produce

Generate:

  1. Failure loop summary - the current structure from failure to re-entry
  2. Loss-learning-retry analysis - what the player loses, learns, and does next
  3. Friction diagnosis - where punishment, delay, opacity, or humiliation break the loop
  4. Motivation diagnosis - why players will retry, hesitate, or quit
  5. Design implications - what to tune in cost, clarity, pacing, recovery, or support

Process

1. Define the audit target

Clarify:

  • what exact failure state or loop is being audited
  • what player segment is most affected
  • whether the focus is early churn, midgame frustration, endgame mastery, or broad retention

Write:

  • Audit target
  • Player segment
  • Failure context

2. Reconstruct the full failure loop

Map the sequence:

  • fail
  • receive feedback
  • pay consequence
  • recover or reset
  • prepare again
  • retry or abandon

Ask:

  • What happens immediately after failure?
  • What is the player told or shown?
  • What is lost?
  • What remains?
  • How long until the next meaningful attempt?
  • What emotional state is the player likely in by then?

3. Audit loss, learning, and retention

Evaluate:

  • what resources, progress, time, status, or opportunity are lost
  • what information or understanding is gained
  • what progression, meta-progress, or unlocked knowledge is retained
  • whether the player can form a better next-attempt plan

Use this format:

DimensionCurrent stateEffect on retry motivation
Loss......
Learning......
Retention......
Re-entry speed......

4. Diagnose re-entry friction

Look for:

  • long dead time before the next real attempt
  • tedious setup or replay of solved content
  • unclear recovery path
  • punishment that exceeds the educational value of the failure
  • restart structures that encourage resignation rather than iteration

Ask:

  • Is the retry fast enough?
  • Is the player replaying meaningful challenge or just chores?
  • Does the recovery path preserve tension or drain it?

5. Diagnose emotional effect

Check whether the failure loop tends to create:

  • determination
  • curiosity
  • annoyance
  • humiliation
  • dread
  • learned helplessness
  • numb repetition

Name the most likely felt response and why.

6. Check fairness and attribution inside failure

Ask:

  • does the player understand why they failed?
  • does the punishment feel deserved?
  • does the loop preserve a sense of control?
  • does repeated failure harden into external blame?

If needed, call out connections to attribution, flow, or fairness problems without fully re-running those audits.

7. Identify failure-loop archetypes

Useful patterns include:

  • learning loop - fast retry, high clarity, strong adaptation
  • grindback loop - too much rebuild between real attempts
  • shame loop - public or ego-threatening failure with weak learning
  • attrition loop - death by repeated low-grade exhaustion
  • helpless loop - repeated failure without better hypotheses
  • mastery loop - hard punishment justified by high clarity and strong growth

Classify the current loop and say whether that shape suits the game.

8. Convert findings into design changes

For each issue, specify:

  • Failure-loop problem
  • Why it hurts retry willingness
  • Suggested change
  • Expected effect on learning and motivation

Examples:

  • unclear death cause -> improve post-failure feedback and telegraphing
  • long rebuild before retry -> shorten setup or preserve more state
  • punishment too severe for early game -> soften cost during learning phases
  • nothing learned from failure -> increase legibility or give comparative feedback

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Failure Loop Summary

  • ...

Loss, Learning, and Retention

  • ...

Re-entry Friction

  • ...

Emotional Effect

  • ...

Failure Loop Type

  • ...

Recommendations

  1. ...
  2. ...
  3. ...

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • What happens right after failure?
  • What does the player lose?
  • What do they learn?
  • How fast can they make a better next attempt?
  • What one change would most improve retry willingness?

Usage notes

This audit is especially useful for:

  • boss retries
  • roguelite runs
  • puzzle resets
  • stealth mission failure
  • onboarding deaths
  • challenge events
  • progression gates
  • harsh economy setbacks
  • difficult action-combat loops

Common patterns to watch for:

  • many games punish more than they teach
  • retry friction is often more damaging than raw difficulty
  • harsh failure can work if clarity and re-entry speed are strong
  • meta-progression can rescue a hard failure loop, but cannot fully compensate for opaque failure
  • if the player dreads the retry more than the challenge itself, the loop is probably broken

Working principle

Failure should create a better next attempt, not just a worse mood.

Use this skill to test whether the design turns defeat into momentum or just burns player trust and energy.


Part of the Game Design Skills Bundle by Stanislav Stankovic. Licensed under PolyForm Noncommercial 1.0.0 — free for personal, academic and nonprofit use. Commercial use requires a licence, sold as skill packs. See https://github.com/Stanestane/game-design-skills-bundle for terms.

Required Notice: Copyright Stanislav Stankovic (https://www.stane-island.net/)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Design Failure Loop Audit AI skill do?

Audit a game, feature, encounter structure, roguelite run, puzzle sequence, onboarding path, or progression gate through the lens of its failure loop: what happens after the player fails, what they learn, what they lose, and why they would or would not try again. Use when diagnosing whether failure teaches, motivates, stalls, humiliates, exhausts, or ejects the player, or when tuning punishment, retry structure, and post-failure recovery.

Why use Game Design Failure Loop Audit on TypingMind?

Because you install it once and use it with any model. Game Design Failure Loop Audit is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Design Failure Loop Audit in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Stanestane/game-design-skills-bundle/tree/master/game-design-failure-loop-audit. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Design Failure Loop Audit?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Design Failure Loop Audit?

As many as you like. As long as a model supports skills, you can use Game Design Failure Loop Audit with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Design Failure Loop Audit AI skill free?

It is published on GitHub by Stanestane. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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