Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
Claude CodeNot declared
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Gemini CLINot declared
ClineNot declared
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Stars1
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skill mdSKILL.md1,723 B
docsSUMMARY.md323 B
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SKILL.md
Game Product
Design for play, mastery, fantasy, or progression. A loop that is only fun after the shop, the social graph, or the live-ops calendar is not the core loop.
Core loop, meta loop, and session loop are named and independently fun.
Baseline play remains viable without paid acceleration.
Controls, juice, and failure feedback are tested on the actual input device.
Soft launch is a bounded learning exposure, not a hidden global launch.
Open only the files the current game needs: [thesis and loops](references/game-thesis-and-loops.md), [progression and quests](references/game-progression-and-quests.md), [feel and juice](references/game-feel-juice.md), [social systems](references/game-social-systems.md), [evergreen world](references/game-evergreen-world.md), [live operations](references/game-live-operations.md), [experience quality](references/game-experience-quality.md), [system integration](references/game-system-integration.md), [validation](references/game-validation-and-metrics.md), [genre checks](references/genre-acceptance-checks.md), [multiplayer trust](references/multiplayer-trust-boundary.md), or [controls self-test](references/player-controls-self-test.md).
Use game-economy to assess sources and sinks. Use game-soft-launch to assess bounded exposure. Use app-product when the promise is a recurring job rather than play.