$npx -y skills add Stanestane/game-design-skills-bundle --skill game-design-thinking-fast-and-slow-auditAudit 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
| 1 | # Game Design Thinking Fast and Slow Audit |
| 2 | |
| 3 | Audit a design by asking what kind of thinking it demands from the player, when, and whether that demand is appropriate. |
| 4 | |
| 5 | 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. |
| 6 | |
| 7 | Read `references/family-conventions.md` when you want the shared style, prioritization, and diagnosis rules for this game-design skill family. |
| 8 | Read `references/output-patterns.md` when you want the preferred recommendation and minimal-fix structure. |
| 9 | |
| 10 | ## Core principle |
| 11 | |
| 12 | Players do not think in one uniform way. |
| 13 | |
| 14 | Some situations ask for: |
| 15 | - rapid pattern recognition |
| 16 | - instinctive response |
| 17 | - snap prioritization |
| 18 | - fluent repetition |
| 19 | |
| 20 | Other situations ask for: |
| 21 | - deliberate comparison |
| 22 | - explicit planning |
| 23 | - rule-based reasoning |
| 24 | - careful tradeoff evaluation |
| 25 | |
| 26 | Neither mode is automatically better. The important questions are: |
| 27 | - which mode the design is asking for |
| 28 | - whether that suits the fantasy and pacing |
| 29 | - whether the player is being supported properly |
| 30 | - whether the handoff between modes is clean |
| 31 | |
| 32 | ## Fast and slow lenses |
| 33 | |
| 34 | ### Fast-mode thinking |
| 35 | Typical qualities: |
| 36 | - intuitive |
| 37 | - automatic |
| 38 | - rapid |
| 39 | - pattern-based |
| 40 | - low-deliberation |
| 41 | - emotionally immediate |
| 42 | |
| 43 | In game terms, this often appears in: |
| 44 | - action combat |
| 45 | - dodging, aiming, timing, rhythm |
| 46 | - snap tactical prioritization |
| 47 | - recognition of familiar board states |
| 48 | - habitual session actions |
| 49 | - high-tempo moment-to-moment play |
| 50 | |
| 51 | ### Slow-mode thinking |
| 52 | Typical qualities: |
| 53 | - reflective |
| 54 | - effortful |
| 55 | - explicit |
| 56 | - comparative |
| 57 | - planning-heavy |
| 58 | - cognitively expensive |
| 59 | |
| 60 | In game terms, this often appears in: |
| 61 | - deckbuilding and loadout decisions |
| 62 | - long-horizon economy planning |
| 63 | - puzzle decomposition |
| 64 | - route planning |
| 65 | - team composition |
| 66 | - optimization and meta decisions |
| 67 | |
| 68 | ## What to produce |
| 69 | |
| 70 | Generate: |
| 71 | 1. **Thinking-mode profile** - whether the design primarily demands fast thinking, slow thinking, or a layered mix |
| 72 | 2. **Mode-fit diagnosis** - whether the required thinking mode matches the fantasy, pacing, and audience |
| 73 | 3. **Transition diagnosis** - where the design shifts between fast and slow modes, and whether those handoffs work |
| 74 | 4. **Cognitive risk map** - where the design creates overload, confusion, autopilot deadness, or false depth |
| 75 | 5. **Design actions** - what to simplify, deepen, pace differently, surface more clearly, or separate |
| 76 | |
| 77 | ## Process |
| 78 | |
| 79 | ### 1. Define the audit target |
| 80 | Clarify: |
| 81 | - what exact game, feature, loop, or proposal is being audited |
| 82 | - whether the audit is for minute-to-minute play, meta systems, onboarding, or the full experience |
| 83 | - what player segment matters most |
| 84 | |
| 85 | Write: |
| 86 | - **Audit target** |
| 87 | - **Scope** |
| 88 | - **Primary player segment** |
| 89 | |
| 90 | ### 2. Identify the dominant thinking demand |
| 91 | Ask: |
| 92 | - what does the player have to notice, decide, remember, and prioritize? |
| 93 | - how much time do they have to do it? |
| 94 | - are they reacting from fluency or stopping to reason explicitly? |
| 95 | - what mistakes come from speed versus what mistakes come from misunderstanding? |
| 96 | |
| 97 | Classify the dominant demand as: |
| 98 | - mostly fast-mode |
| 99 | - mostly slow-mode |
| 100 | - mixed, with one dominant |
| 101 | - deeply hybrid |
| 102 | |
| 103 | ### 3. Map where each mode appears |
| 104 | Break the experience into phases or layers such as: |
| 105 | - onboarding |
| 106 | - moment-to-moment play |
| 107 | - build/loadout decisions |
| 108 | - economy or progression planning |
| 109 | - social/coordination layer |
| 110 | - end-of-run reflection |
| 111 | |
| 112 | For each phase, identify: |
| 113 | - **Thinking mode demanded** |
| 114 | - **Why that mode is required** |
| 115 | - **Whether the player has enough support** |
| 116 | |
| 117 | Use this format: |
| 118 | |
| 119 | | Phase or system | Thinking mode | Demand level | Notes | |
| 120 | |---|---|---|---| |
| 121 | | ... | Fast / Slow / Mixed | Low / Med / High | ... | |
| 122 | |
| 123 | ### 4. Check fit between mode and fantasy |
| 124 | Ask: |
| 125 | - does the cognitive demand support the intended fantasy? |
| 126 | - is the game claiming flow, mastery, panic, elegance, command, coziness, or brilliance? |
| 127 | - does the required thinking mode reinforce that promise or betray it? |
| 128 | |
| 129 | Examples: |
| 130 | - a fantasy of fluid sword mastery should not constantly hard-stop into spreadsheet reasoning |
| 131 | - a fantasy of careful grand strategy should not bury important choices inside twitch pressure |
| 132 | - a cozy planning game can tolerate slow thought, but not exhausting ambiguity |
| 133 | |
| 134 | ### 5. |