Accessibility: alternatives (remapping, reduced effects, timing assists),
Analytics events + success metrics, out-of-scope list, open questions, and a
Map the loop formally: action → challenge → feedback → reward → reinvestment
Tension model: what creates risk/failure cost? Is failure legible and
Reward pacing: cadence model (micro rewards per X seconds, minor per session,
Depth ladder: how a new, skilled, and expert player express mastery differently
Churn points predicted in first week, and 3 concrete changes (each: expected
Inventory table: currency/resource | source(s) with rate formula | sink(s)
Source/sink model: expected income per player type (casual/active/whale) per
Progression curves: XP-to-next-level, cost/income, and power curves as
Loot: drop tables with pity/timer systems, independence vs stacking rules,
Controls: live-ops levers table (event multipliers, shop rotation), analytics
Narrative/context wrapper that establishes the fantasy in under 90 seconds;
Beat table (time | action taught | input method | fail state allowed? |
Teaching method per mechanic: guided action > contextual prompt > tooltip;
Hooks before quit points: cliffhanger/next-reward previews, push/notification
Instrumentation: funnel events per step with target completion %, skip rate,
Intent: what new verb/combination/mastery this teaches or tests; emotional
Flow map (text/ASCII): spaces, entrances/exits, one-way vs revisit, choke
Player reads: at every approach, what can the player see and learn before