gameplay-mechanics▌
pluginagentmarketplace/custom-plugin-game-developer · updated Apr 8, 2026
Use this skill: When implementing core mechanics, balancing systems, or designing player feedback.
Gameplay Mechanics Implementation
Core Mechanics Framework
┌─────────────────────────────────────────────────────────────┐
│ ACTION → EFFECT LOOP │
├─────────────────────────────────────────────────────────────┤
│ INPUT PROCESS OUTPUT FEEDBACK │
│ ┌─────┐ ┌─────────┐ ┌─────────┐ ┌─────────┐ │
│ │Press│──────→│Validate │─────→│Update │───→│Visual │ │
│ │Button│ │& Execute│ │State │ │Audio │ │
│ └─────┘ └─────────┘ └─────────┘ │Haptic │ │
│ └─────────┘ │
│ │
│ TIMING REQUIREMENTS: │
│ • Input → Response: < 100ms (feels responsive) │
│ • Animation start: < 50ms (feels instant) │
│ • Audio feedback: < 20ms (in sync with action) │
└─────────────────────────────────────────────────────────────┘
Feedback Loop Design
FEEDBACK TIMING LAYERS:
┌─────────────────────────────────────────────────────────────┐
│ IMMEDIATE (0-100ms): │
│ ├─ Button press sound │
│ ├─ Animation start │
│ ├─ Screen shake │
│ └─ Controller vibration │
│ │
│ SHORT-TERM (100ms-1s): │
│ ├─ Damage numbers appear │
│ ├─ Health bar updates │
│ ├─ Enemy reaction animation │
│ └─ Particle effects │
│ │
│ LONG-TERM (1s+): │
│ ├─ XP/Score increase │
│ ├─ Level up notification │
│ ├─ Achievement unlock │
│ └─ Story progression │
└─────────────────────────────────────────────────────────────┘
Combat Mechanics
// ✅ Production-Ready: Combat State Machine
public class CombatStateMachine : MonoBehaviour
{
public enum CombatState { Idle, Attacking, Blocking, Recovering, Staggered }
[Header("Combat Parameters")]
[SerializeField] private float attackDamage = 10f;
[SerializeField] private float attackRange = 2f;
[SerializeField] private float attackCooldown = 0.5f;
[SerializeField] private float blockDamageReduction = 0.7f;
[SerializeField] private float staggerDuration = 0.3f;
private CombatState _currentState = CombatState.Idle;
private float _stateTimer;
public event Action<CombatState> OnStateChanged;
public event Action<float> OnDamageDealt;
public event Action<float> OnDamageTaken;
public bool TryAttack()
{
if (_currentState != CombatState.Idle) return false;
TransitionTo(CombatState.Attacking);
StartCoroutine(AttackSequence());
return true;
}
private IEnumerator AttackSequence()
{
// Wind-up phase
yield return new WaitForSeconds(0.1f);
// Active hit frame
var hits = Physics.OverlapSphere(transform.position + transform.forward, attackRange);
foreach (var hit in hits)
{
if (hit.TryGetComponent<IDamageable>(out var target))
{
target.TakeDamage(attackDamage);
OnDamageDealt?.Invoke(attackDamage);
}
}
// Recovery phase
yield return new WaitForSeconds(attackCooldown);
TransitionTo(CombatState.Idle);
}
public float TakeDamage(float damage)
{
float finalDamage = _currentState == CombatState.Blocking
? damage * (1f - blockDamageReduction)
: damage;
OnDamageTaken?.Invoke(finalDamage);
if (finalDamage > 5f) // Stagger threshold
{
TransitionTo(CombatState.Staggered);
StartCoroutine(RecoverFromStagger());
}
return finalDamage;
}
private void TransitionTo(CombatState newState)
{
_currentState = newState;
_stateTimer = 0f;
OnStateChanged?.Invoke(newState);
}
}
Resource Economy System
ECONOMY BALANCE FORMULA:
┌─────────────────────────────────────────────────────────────┐
│ INCOME vs EXPENDITURE: │
│ │
│ Hourly Income = (Enemies/hr × Gold/Enemy) + PassiveIncome │
│ Hourly Spend = (Upgrades + Consumables + Deaths) │
│ │
│ BALANCE RATIO: │
│ • < 0.8: Too scarce (frustrating) │
│ • 0.8-1.2: Balanced (meaningful choices) │
│ • > 1.2: Too abundant (no tension) │
│ │
│ EXAMPLE STAMINA SYSTEM: │
│ ┌───────────────────────────────────────────────────────┐ │
│ │ Max: 100 │ Regen: 20/sec │ On Hit: +10 │ │
│ ├───────────────────────────────────────────────────────┤ │
│ │ Light Attack: -10 │ Heavy Attack: -25 │ │
│ │ Dodge: -15 │ Block: -5/hit │ │
│ │ Sprint: -5/sec │ Jump: -8 │ │
│ └───────────────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
Progression Systems
PROGRESSION CURVE:
┌─────────────────────────────────────────────────────────────┐
│ Power │
│ ↑ │
│ │ ╱───── Late Game │
│ │ ╱────╱ (slow, goals) │
│ │ ╱────╱ │
│ │ ╱────╱ │
│ │ ╱────╱ Mid Game │
│ │ ╱────╱ (steady progress) │
│ │ ╱───╱ │
│ │╱ Early Game (fast, hook player) │
│ └────────────────────────────────────────────────→ Time │
│ │
│ XP CURVE FORMULA: │
│ XP_needed(level) = base_xp × (level ^ growth_rate) │
│ • growth_rate 1.5: Gentle curve (casual) │
│ • growth_rate 2.0: Standard curve (balanced) │
│ • growth_rate 2.5: Steep curve (hardcore) │
└─────────────────────────────────────────────────────────────┘
// ✅ Production-Ready: Progression Manager
public class ProgressionManager : MonoBehaviour
{
[Header("Progression Config")]
[SerializeField] Discussion
Product Hunt–style comments (not star reviews)- No comments yet — start the thread.
Ratings
4.6★★★★★28 reviews- ★★★★★Kaira Gill· Dec 28, 2024
gameplay-mechanics fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
- ★★★★★Isabella Chen· Nov 19, 2024
We added gameplay-mechanics from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Chinedu White· Oct 10, 2024
Solid pick for teams standardizing on skills: gameplay-mechanics is focused, and the summary matches what you get after install.
- ★★★★★Kofi Sethi· Sep 17, 2024
gameplay-mechanics is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Neel Ramirez· Sep 13, 2024
Useful defaults in gameplay-mechanics — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Rahul Santra· Sep 9, 2024
Solid pick for teams standardizing on skills: gameplay-mechanics is focused, and the summary matches what you get after install.
- ★★★★★Pratham Ware· Aug 28, 2024
We added gameplay-mechanics from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- ★★★★★Kofi Taylor· Aug 8, 2024
Useful defaults in gameplay-mechanics — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- ★★★★★Diya Ghosh· Aug 4, 2024
gameplay-mechanics is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- ★★★★★Isabella Shah· Jul 27, 2024
I recommend gameplay-mechanics for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
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