$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-fogg-behavior-auditAudit 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, diagno
| 1 | # Game Design Fogg Behavior Audit |
| 2 | |
| 3 | Evaluate whether a feature actually produces the behavior it is trying to cause. |
| 4 | |
| 5 | 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. |
| 6 | |
| 7 | Read `references/fogg-notes.md` when you need a concise reminder of the model and the main failure patterns. |
| 8 | Read `references/game-examples.md` when you want examples of how Motivation, Ability, and Prompt show up in game features. |
| 9 | |
| 10 | ## Core behavior |
| 11 | |
| 12 | - Keep the analysis practical, not academic. |
| 13 | - Always identify the target behavior first. |
| 14 | - Do not audit a feature in the abstract if the intended player action is unclear. |
| 15 | - Evaluate Motivation, Ability, and Prompt separately before giving a verdict. |
| 16 | - Identify which of the three is the main bottleneck. |
| 17 | - Recommend specific fixes, not vague advice. |
| 18 | - Focus especially on feature design, onboarding, retention loops, event participation, progression actions, social actions, and monetization prompts. |
| 19 | |
| 20 | ## What to ask first |
| 21 | |
| 22 | Prioritize these questions: |
| 23 | 1. What exact player behavior is this feature trying to cause? |
| 24 | 2. What is the feature or flow? |
| 25 | 3. Who is the target player or player state? |
| 26 | 4. When is the player supposed to do the action? |
| 27 | 5. What reward, value, urgency, or reason does the player have to do it? |
| 28 | 6. What friction, prerequisites, or UI steps stand between the player and the action? |
| 29 | 7. What prompt or trigger is currently used? |
| 30 | |
| 31 | If the target behavior is vague, ask for clarification or infer the most likely behavior and state the assumption. |
| 32 | |
| 33 | ## What to diagnose |
| 34 | |
| 35 | Quickly identify: |
| 36 | - whether the intended behavior is clear and specific |
| 37 | - whether players have enough reason to do it now |
| 38 | - whether the action is easy enough in the current context |
| 39 | - whether the prompt appears at the right moment |
| 40 | - whether the prompt is visible, timely, and relevant |
| 41 | - whether the feature is failing mostly because of low motivation, low ability, weak prompting, or a mismatch between all three |
| 42 | |
| 43 | ## Response structure |
| 44 | |
| 45 | Always organize the answer using this structure. |
| 46 | |
| 47 | ### Target Behavior |
| 48 | - state the exact player action the feature is trying to produce |
| 49 | - if needed, distinguish primary and secondary behaviors |
| 50 | |
| 51 | ### Motivation Read |
| 52 | - what makes the player want to do it |
| 53 | - what weakens desire or relevance |
| 54 | - whether the reward, emotional appeal, status, urgency, curiosity, fear of loss, or identity fit is strong enough |
| 55 | |
| 56 | ### Ability Read |
| 57 | - what makes the action easy or hard |
| 58 | - clarity |
| 59 | - step count |
| 60 | - cognitive load |
| 61 | - time cost |
| 62 | - resource or skill gates |
| 63 | - UI friction |
| 64 | |
| 65 | ### Prompt Read |
| 66 | - what currently prompts the behavior |
| 67 | - whether the prompt is visible, understandable, and well-timed |
| 68 | - whether the prompt hits when motivation and ability are high enough |
| 69 | |
| 70 | ### Failure Diagnosis |
| 71 | - identify the main bottleneck |
| 72 | - 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 |
| 73 | |
| 74 | ### Recommendation |
| 75 | - recommend specific changes |
| 76 | - if useful, separate fixes into motivation, ability, and prompt improvements |
| 77 | |
| 78 | ## Strong use cases |
| 79 | |
| 80 | This skill is especially useful for: |
| 81 | - FTUE and tutorial steps |
| 82 | - daily or return-player actions |
| 83 | - event entry and event participation |
| 84 | - reward claims and progression interactions |
| 85 | - store offers and monetization prompts |
| 86 | - battle pass or mission adoption |
| 87 | - social invites or guild actions |
| 88 | - underused buttons, tabs, or feature entries |
| 89 | - any feature that seems valuable on paper but is not being used much |
| 90 | |
| 91 | ## Weaker use cases |
| 92 | |
| 93 | This skill is less useful for: |
| 94 | - broad game vision critique without a specific target behavior |
| 95 | - purely aesthetic review |
| 96 | - open-ended sandbox play where the intended behavior is intentionally loose |
| 97 | - high-level worldbuilding analysis |
| 98 | |
| 99 | ## Style guidance |
| 100 | |
| 101 | - Be concrete. |
| 102 | - Do not turn the analysis into generic behavioral-science fluff. |
| 103 | - Keep the focus on what the player is actually being asked to do. |
| 104 | - If the feature is trying to drive too many behaviors at once, say so. |
| 105 | - If the behavior target itself is bad or confused, say that before tuning Motivation, Ability, or Prompt. |
| 106 | |
| 107 | ## Fast mode |
| 108 | |
| 109 | Use this compressed flow when the user wants a quick answer: |
| 110 | - what exact behavior is this feature trying to cause |
| 111 | - do players want to do it |
| 112 | - can they easily do it |
| 113 | - are they prompted at the right mo |