Game Design Thinking Fast And Slow Audit logo

Game Design Thinking Fast And Slow Audit

Community
Stanestane
game-design-thinking-fast-and-slow-audit

Audit a game, feature, combat system, economy loop, onboarding flow, puzzle, UI, or design proposal through the lens of fast versus slow thinking inspired by Thinking, Fast and Slow. Use when evaluating whether a design relies on rapid intuitive judgment or deliberate analytical reasoning, whether the intended mode matches the actual demand, where cognitive overload or under-stimulation appears, or how badly the design handles shifts between instinctive and reflective play.

Overview

PublisherStanestane
Repositorygame-design-skills-bundle
Skill namegame-design-thinking-fast-and-slow-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 Thinking Fast And Slow 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-thinking-fast-and-slow-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-thinking-fast-and-slow-audit .claude/skills/game-design-thinking-fast-and-slow-audit
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Design Thinking Fast And Slow 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 Thinking Fast And Slow 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 Thinking Fast And Slow 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 Thinking Fast and Slow Audit

Audit a design by asking what kind of thinking it demands from the player, when, and whether that demand is appropriate.

Use this skill when a proposal sounds good in the abstract but may be mismatched to the kind of cognition it actually requires. The goal is to identify where the design leans on fast, intuitive, low-deliberation processing versus slow, analytical, effortful reasoning, and where the transition between those modes becomes awkward, exhausting, misleading, or strategically dead.

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

Players do not think in one uniform way.

Some situations ask for:

  • rapid pattern recognition
  • instinctive response
  • snap prioritization
  • fluent repetition

Other situations ask for:

  • deliberate comparison
  • explicit planning
  • rule-based reasoning
  • careful tradeoff evaluation

Neither mode is automatically better. The important questions are:

  • which mode the design is asking for
  • whether that suits the fantasy and pacing
  • whether the player is being supported properly
  • whether the handoff between modes is clean

Fast and slow lenses

Fast-mode thinking

Typical qualities:

  • intuitive
  • automatic
  • rapid
  • pattern-based
  • low-deliberation
  • emotionally immediate

In game terms, this often appears in:

  • action combat
  • dodging, aiming, timing, rhythm
  • snap tactical prioritization
  • recognition of familiar board states
  • habitual session actions
  • high-tempo moment-to-moment play

Slow-mode thinking

Typical qualities:

  • reflective
  • effortful
  • explicit
  • comparative
  • planning-heavy
  • cognitively expensive

In game terms, this often appears in:

  • deckbuilding and loadout decisions
  • long-horizon economy planning
  • puzzle decomposition
  • route planning
  • team composition
  • optimization and meta decisions

What to produce

Generate:

  1. Thinking-mode profile - whether the design primarily demands fast thinking, slow thinking, or a layered mix
  2. Mode-fit diagnosis - whether the required thinking mode matches the fantasy, pacing, and audience
  3. Transition diagnosis - where the design shifts between fast and slow modes, and whether those handoffs work
  4. Cognitive risk map - where the design creates overload, confusion, autopilot deadness, or false depth
  5. Design actions - what to simplify, deepen, pace differently, surface more clearly, or separate

Process

1. Define the audit target

Clarify:

  • what exact game, feature, loop, or proposal is being audited
  • whether the audit is for minute-to-minute play, meta systems, onboarding, or the full experience
  • what player segment matters most

Write:

  • Audit target
  • Scope
  • Primary player segment

2. Identify the dominant thinking demand

Ask:

  • what does the player have to notice, decide, remember, and prioritize?
  • how much time do they have to do it?
  • are they reacting from fluency or stopping to reason explicitly?
  • what mistakes come from speed versus what mistakes come from misunderstanding?

Classify the dominant demand as:

  • mostly fast-mode
  • mostly slow-mode
  • mixed, with one dominant
  • deeply hybrid

3. Map where each mode appears

Break the experience into phases or layers such as:

  • onboarding
  • moment-to-moment play
  • build/loadout decisions
  • economy or progression planning
  • social/coordination layer
  • end-of-run reflection

For each phase, identify:

  • Thinking mode demanded
  • Why that mode is required
  • Whether the player has enough support

Use this format:

Phase or systemThinking modeDemand levelNotes
...Fast / Slow / MixedLow / Med / High...

4. Check fit between mode and fantasy

Ask:

  • does the cognitive demand support the intended fantasy?
  • is the game claiming flow, mastery, panic, elegance, command, coziness, or brilliance?
  • does the required thinking mode reinforce that promise or betray it?

Examples:

  • a fantasy of fluid sword mastery should not constantly hard-stop into spreadsheet reasoning
  • a fantasy of careful grand strategy should not bury important choices inside twitch pressure
  • a cozy planning game can tolerate slow thought, but not exhausting ambiguity

5. Diagnose fast-mode failure patterns

Look for:

  • reaction demands too fast for the available clarity
  • hidden information inside high-speed play
  • too many simultaneous priorities
  • snap judgments punished by information the player could not reasonably process
  • UI that slows recognition instead of supporting it
  • panic without readable action value

6. Diagnose slow-mode failure patterns

Look for:

  • analysis burden too high for the payoff
  • false complexity with obvious dominant answers
  • too many variables to compare meaningfully
  • long planning phases that are cognitively costly but emotionally flat
  • systems that imply deep strategy but resolve shallowly
  • excessive memory burden or bookkeeping

7. Diagnose transition failures between modes

This is often where designs get ugly.

Look for:

  • abrupt switches from high-speed execution to deep planning without recovery time
  • long slow-mode interruptions that kill fast-mode momentum
  • fast-mode punishment for choices made in poorly supported slow-mode spaces
  • slow-mode systems whose consequences only appear in frantic real-time moments
  • a requirement to do deep reasoning under time pressure when the interface does not support it

Ask:

  • where does the player shift modes?
  • is the shift clean, intentional, and well-signaled?
  • does the game give enough time, framing, and UI support for the new mode?

8. Identify audience mismatch and expertise effects

Ask:

  • does this design feel intuitive to experts but exhausting to new players?
  • does it ask casual players for tournament-level reasoning?
  • does it flatten expert depth into autopilot?
  • does the intended audience actually want this blend of cognition?

A system can be good for one audience and terrible for another because of thinking-mode mismatch alone.

9. Convert findings into design changes

For each major issue, specify:

  • Thinking-mode problem
  • Why it hurts the experience
  • Suggested change
  • Expected effect

Examples:

  • reduce simultaneous fast-mode demands -> improves readability and decision confidence
  • move some choices out of real-time pressure -> supports better slow-mode reasoning
  • compress false-complexity planning layers -> preserves depth while reducing fatigue
  • add clearer state framing before mode shifts -> reduces cognitive whiplash

Response structure

Use this structure unless the user asks for something else:

Audit Target

  • ...

Thinking-Mode Profile

  • ...

Fast-Mode Demands

  • ...

Slow-Mode Demands

  • ...

Transition and Handoff Issues

  • ...

Audience and Expertise Fit

  • ...

Recommendations

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

Minimal Fix

  • ...

Fast mode

Use this quick pass when speed matters:

  • Is this mainly asking for instinctive play or analytical play?
  • Does that fit the fantasy and pacing?
  • Where is the worst mismatch?
  • Where does the player switch modes?
  • What one change would most improve the cognitive fit?

Usage notes

This audit is especially useful for:

  • action/strategy hybrids
  • real-time systems with heavy pre-planning
  • economy layers attached to fast gameplay
  • onboarding for cognitively demanding games
  • puzzles embedded inside otherwise reactive experiences
  • proposal reviews where the cognitive demand is still fuzzy
  • UI-heavy systems that may be hiding slow thought inside supposed fast play

Common patterns to watch for:

  • many proposals accidentally ask for more slow thinking than their fantasy can sustain
  • some designs confuse time pressure with depth
  • some planning layers create the appearance of strategy without meaningful choice
  • many frustrating systems are really bad handoffs between fast and slow modes
  • expert fluency can hide a beginner-facing cognitive disaster

Working principle

A strong design does not just ask the player to think. It asks them to think in the right way, at the right time, with the right support.

Use this skill to identify whether the proposal's cognitive demands are elegant, mismatched, exhausting, or fake-deep.


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 Thinking Fast And Slow Audit AI skill do?

Audit a game, feature, combat system, economy loop, onboarding flow, puzzle, UI, or design proposal through the lens of fast versus slow thinking inspired by Thinking, Fast and Slow. Use when evaluating whether a design relies on rapid intuitive judgment or deliberate analytical reasoning, whether the intended mode matches the actual demand, where cognitive overload or under-stimulation appears, or how badly the design handles shifts between instinctive and reflective play.

Why use Game Design Thinking Fast And Slow Audit on TypingMind?

Because you install it once and use it with any model. Game Design Thinking Fast And Slow 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 Thinking Fast And Slow 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-thinking-fast-and-slow-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 Thinking Fast And Slow 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 Thinking Fast And Slow Audit?

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

Is the Game Design Thinking Fast And Slow 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇