Test plan: training-dummy AI, frame timeline docs in-game optionally, tuning
提示词游戏设计252026年9月21日Playtest Plan & Qualitative Analysis
Runs useful playtests: recruitment, tasks, observation, and unbiased debrief interviews; converts footage into design changes.
提示词游戏设计232026年9月21日FTUE / Onboarding Flow Designer
Designs the first-time-user-experience beat-by-beat: teach by doing, hook timing, and drop-off measurement. Critical for F2P retention.
提示词游戏设计242026年9月21日Progression / Skill Tree / Loot Tiers Designer
Designs satisfying progression that offers build expression without false choices or balance traps.
提示词游戏设计242026年9月21日Core Gameplay Loop Analyst
Stress-tests whether a proposed loop actually compels — identifies missing verbs, reward pacing, and where players will churn.
提示词游戏设计232026年9月21日Store Page / Pitch Deck / Trailer Brief
Marketing-ready positioning assets: hook hierarchy, trailer beat sheet, store screenshots with intent — written as a brief to marketing/art.
提示词游戏设计312026年9月21日Rules: complete mechanic rules as numbered statements with all formulas,
提示词游戏设计222026年9月21日Inputs/Outputs: player inputs (per platform/controller mapping), feedback
提示词游戏设计242026年9月21日Content: how much content the system needs at launch (items/enemies/levels)
提示词游戏设计242026年9月21日Edge cases & failure states: disconnect, pause, death mid-action, inventory
提示词游戏设计252026年9月21日Accessibility: alternatives (remapping, reduced effects, timing assists),
提示词游戏设计222026年9月21日Analytics events + success metrics, out-of-scope list, open questions, and a
提示词游戏设计222026年9月21日Map the loop formally: action → challenge → feedback → reward → reinvestment
提示词游戏设计272026年9月21日Tension model: what creates risk/failure cost? Is failure legible and
提示词游戏设计282026年9月21日Reward pacing: cadence model (micro rewards per X seconds, minor per session,
提示词游戏设计262026年9月21日Depth ladder: how a new, skilled, and expert player express mastery differently
提示词游戏设计232026年9月21日Churn points predicted in first week, and 3 concrete changes (each: expected
提示词游戏设计262026年9月21日Inventory table: currency/resource | source(s) with rate formula | sink(s)
提示词游戏设计242026年9月21日Source/sink model: expected income per player type (casual/active/whale) per
提示词游戏设计272026年9月21日Progression curves: XP-to-next-level, cost/income, and power curves as
提示词游戏设计262026年9月21日