Use this skill: When implementing core mechanics, balancing systems, or designing player feedback.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiongameplay-mechanicsExecute the skills CLI command in your project's root directory to begin installation:
Fetches gameplay-mechanics from pluginagentmarketplace/custom-plugin-game-developer and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate gameplay-mechanics. Access via /gameplay-mechanics in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
0
total installs
0
this week
17
GitHub stars
0
upvotes
Run in your terminal
0
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this week
17
stars
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β ACTION β EFFECT LOOP β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β INPUT PROCESS OUTPUT FEEDBACK β
β βββββββ βββββββββββ βββββββββββ βββββββββββ β
β βPressβββββββββValidate ββββββββUpdate ββββββVisual β β
β βButtonβ β& Executeβ βState β βAudio β β
β βββββββ βββββββββββ βββββββββββ βHaptic β β
β βββββββββββ β
β β
β TIMING REQUIREMENTS: β
β β’ Input β Response: < 100ms (feels responsive) β
β β’ Animation start: < 50ms (feels instant) β
β β’ Audio feedback: < 20ms (in sync with action) β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
FEEDBACK TIMING LAYERS:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β IMMEDIATE (0-100ms): β
β ββ Button press sound β
β ββ Animation start β
β ββ Screen shake β
β ββ Controller vibration β
β β
β SHORT-TERM (100ms-1s): β
β ββ Damage numbers appear β
β ββ Health bar updates β
β ββ Enemy reaction animation β
β ββ Particle effects β
β β
β LONG-TERM (1s+): β
β ββ XP/Score increase β
β ββ Level up notification β
β ββ Achievement unlock β
β ββ Story progression β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// β
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);
}
}
ECONOMY BALANCE FORMULA:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β INCOME vs EXPENDITURE: β
β β
β Hourly Income = (Enemies/hr Γ Gold/Enemy) + PassiveIncome β
β Hourly Spend = (Upgrades + Consumables + Deaths) β
β β
β BALANCE RATIO: β
β β’ < 0.8: Too scarce (frustrating) β
β β’ 0.8-1.2: Balanced (meaningful choices) β
β β’ > 1.2: Too abundant (no tension) β
β β
β EXAMPLE STAMINA SYSTEM: β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
β β Max: 100 β Regen: 20/sec β On Hit: +10 β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€ β
β β Light Attack: -10 β Heavy Attack: -25 β β
β β Dodge: -15 β Block: -5/hit β β
β β Sprint: -5/sec β Jump: -8 β β
β βββββββββββββββββββββββββββββββββββββββββββββββββββββββββ β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
PROGRESSION CURVE:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β Power β
β β β
β β β±βββββ Late Game β
β β β±βββββ± (slow, goals) β
β β β±βββββ± β
β β β±βββββ± β
β β β±βββββ± Mid Game β
β β β±βββββ± (steady progress) β
β β β±ββββ± β
β ββ± Early Game (fast, hook player) β
β ββββββββββββββββββββββββββββββββββββββββββββββββββ Time β
β β
β XP CURVE FORMULA: β
β XP_needed(level) = base_xp Γ (level ^ growth_rate) β
β β’ growth_rate 1.5: Gentle curve (casual) β
β β’ growth_rate 2.0: Standard curve (balanced) β
β β’ growth_rate 2.5: Steep curve (hardcore) β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
// β
Production-Ready: Progression Manager
public class ProgressionManager : MonoBehaviour
{
[Header("Progression Config")]
[SerializeField] Make data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
β Do
β Don't
π‘ Pro Tips
β Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
β Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
mattpocock/skills
parcadei/continuous-claude-v3
cursor/plugins
pproenca/dot-skills
ailabs-393/ai-labs-claude-skills
mattpocock/skills
gameplay-mechanics fits our agent workflows well β practical, well scoped, and easy to wire into existing repos.
We added gameplay-mechanics from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
Solid pick for teams standardizing on skills: gameplay-mechanics is focused, and the summary matches what you get after install.
gameplay-mechanics is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Useful defaults in gameplay-mechanics β fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Solid pick for teams standardizing on skills: gameplay-mechanics is focused, and the summary matches what you get after install.
We added gameplay-mechanics from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
Useful defaults in gameplay-mechanics β fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
gameplay-mechanics is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
I recommend gameplay-mechanics for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
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