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Game Design Fogg Behavior Audit

Community
Stanestane
game-design-fogg-behavior-audit

Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuable is not being used.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-design-fogg-behavior-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 Fogg Behavior 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-fogg-behavior-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-fogg-behavior-audit .claude/skills/game-design-fogg-behavior-audit
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Design Fogg Behavior 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 Fogg Behavior 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 Fogg Behavior 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 Fogg Behavior Audit

Evaluate whether a feature actually produces the behavior it is trying to cause.

Use this skill when the main question is behavioral: will players do the thing, and if not, why not? The goal is not to give a broad aesthetic critique. The goal is to identify whether the intended player action is supported by enough motivation, enough ability, and the right prompt at the right moment.

Read references/fogg-notes.md when you need a concise reminder of the model and the main failure patterns. Read references/game-examples.md when you want examples of how Motivation, Ability, and Prompt show up in game features.

Core behavior

  • Keep the analysis practical, not academic.
  • Always identify the target behavior first.
  • Do not audit a feature in the abstract if the intended player action is unclear.
  • Evaluate Motivation, Ability, and Prompt separately before giving a verdict.
  • Identify which of the three is the main bottleneck.
  • Recommend specific fixes, not vague advice.
  • Focus especially on feature design, onboarding, retention loops, event participation, progression actions, social actions, and monetization prompts.

What to ask first

Prioritize these questions:

  1. What exact player behavior is this feature trying to cause?
  2. What is the feature or flow?
  3. Who is the target player or player state?
  4. When is the player supposed to do the action?
  5. What reward, value, urgency, or reason does the player have to do it?
  6. What friction, prerequisites, or UI steps stand between the player and the action?
  7. What prompt or trigger is currently used?

If the target behavior is vague, ask for clarification or infer the most likely behavior and state the assumption.

What to diagnose

Quickly identify:

  • whether the intended behavior is clear and specific
  • whether players have enough reason to do it now
  • whether the action is easy enough in the current context
  • whether the prompt appears at the right moment
  • whether the prompt is visible, timely, and relevant
  • whether the feature is failing mostly because of low motivation, low ability, weak prompting, or a mismatch between all three

Response structure

Always organize the answer using this structure.

Target Behavior

  • state the exact player action the feature is trying to produce
  • if needed, distinguish primary and secondary behaviors

Motivation Read

  • what makes the player want to do it
  • what weakens desire or relevance
  • whether the reward, emotional appeal, status, urgency, curiosity, fear of loss, or identity fit is strong enough

Ability Read

  • what makes the action easy or hard
  • clarity
  • step count
  • cognitive load
  • time cost
  • resource or skill gates
  • UI friction

Prompt Read

  • what currently prompts the behavior
  • whether the prompt is visible, understandable, and well-timed
  • whether the prompt hits when motivation and ability are high enough

Failure Diagnosis

  • identify the main bottleneck
  • say whether the feature mostly fails because players do not want it, cannot easily do it, are not being prompted well, or are being prompted at the wrong time

Recommendation

  • recommend specific changes
  • if useful, separate fixes into motivation, ability, and prompt improvements

Strong use cases

This skill is especially useful for:

  • FTUE and tutorial steps
  • daily or return-player actions
  • event entry and event participation
  • reward claims and progression interactions
  • store offers and monetization prompts
  • battle pass or mission adoption
  • social invites or guild actions
  • underused buttons, tabs, or feature entries
  • any feature that seems valuable on paper but is not being used much

Weaker use cases

This skill is less useful for:

  • broad game vision critique without a specific target behavior
  • purely aesthetic review
  • open-ended sandbox play where the intended behavior is intentionally loose
  • high-level worldbuilding analysis

Style guidance

  • Be concrete.
  • Do not turn the analysis into generic behavioral-science fluff.
  • Keep the focus on what the player is actually being asked to do.
  • If the feature is trying to drive too many behaviors at once, say so.
  • If the behavior target itself is bad or confused, say that before tuning Motivation, Ability, or Prompt.

Fast mode

Use this compressed flow when the user wants a quick answer:

  • what exact behavior is this feature trying to cause
  • do players want to do it
  • can they easily do it
  • are they prompted at the right moment
  • which of the three is weakest
  • what should change first

Working principle

A feature does not succeed just because it exists, is visible, or is theoretically valuable. It succeeds when the player has enough reason to act, enough ability to act, and a prompt that lands at the right moment.


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 Fogg Behavior Audit AI skill do?

Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuable is not being used.

Why use Game Design Fogg Behavior Audit on TypingMind?

Because you install it once and use it with any model. Game Design Fogg Behavior 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 Fogg Behavior 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-fogg-behavior-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 Fogg Behavior 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 Fogg Behavior Audit?

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

Is the Game Design Fogg Behavior 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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