文本创作
纯文本提示词:写作、对话、代码、角色设定等
7081 个提示词
arc (safe → wonder → tension → peak → decompression) drawn as a pacing/ intensity graph…
Intent: what new verb/combination/mastery this teaches or tests; emotional
Produces a buildable level flow spec: pacing graph, player reads, encounter spacing — usable before any art exists.
Level Design Plan / Whitebox Spec
restart rate, time-to-first-interaction; A/B plan for the first gate; plus accessibility…
Instrumentation: funnel events per step with target completion %, skip rate,
permission context (ask after a win, not at launch), day-1 return reason.
Hooks before quit points: cliffhanger/next-reward previews, push/notification
no text walls; one concept at a time with immediate practice; failure in onboarding…
Teaching method per mechanic: guided action > contextual prompt > tooltip;
feedback/reward | system introduced | skip allowed): ensure players DO the core verb…
Beat table (time | action taught | input method | fail state allowed? |
list every forced step and its justification — anything not teaching a core verb or…
Narrative/context wrapper that establishes the fantasy in under 90 seconds;
Designs the first-time-user-experience beat-by-beat: teach by doing, hook timing, and drop-off measurement. Critical for F2P retention.
FTUE / Onboarding Flow Designer
per currency (sources/sinks per cohort, velocity, Gini-like wealth spread), alert…
Controls: live-ops levers table (event multipliers, shop rotation), analytics
guaranteed floors; crafting sinks (re-roll, enhancement with risk steps); trading (if…
Loot: drop tables with pity/timer systems, independence vs stacking rules,
formulas (with rationale: exponential base, logarithmic catch-up), given as table values…
Progression curves: XP-to-next-level, cost/income, and power curves as
day/week; sink coverage target (% of income drained); starter boost and catch-up…
Source/sink model: expected income per player type (casual/active/whale) per
with costs | soft/hard cap | rarity logic | exploit risk.
Inventory table: currency/resource | source(s) with rate formula | sink(s)
Builds tunable, auditable economies: sinks/sources, curves, and spreadsheet-ready formulas with inflation controls.
Game Balance / Economy Designer
effect + cost to prototype). Suggest a one-week paper/gray-box test plan with hypotheses…
Churn points predicted in first week, and 3 concrete changes (each: expected
in the same system; what breaks at high playtime (optimization collapse, dominant…
Depth ladder: how a new, skilled, and expert player express mastery differently
meta per week) mapped against target session length; identify dry spells; define when…
Reward pacing: cadence model (micro rewards per X seconds, minor per session,
motivating or frustrating? What decisions matter (skill/expression/optimization)?
Tension model: what creates risk/failure cost? Is failure legible and
→ expanded action; identify broken links (rewards not reinvested, actions not deepening)…
Map the loop formally: action → challenge → feedback → reward → reinvestment
Stress-tests whether a proposed loop actually compels — identifies missing verbs, reward pacing, and where players will churn.
Core Gameplay Loop Analyst
history table (version/date/change). Include simple wireframe descriptions.…
Analytics events + success metrics, out-of-scope list, open questions, and a
localizations concerns, and color-blind-safe feedback (never color-only).
Accessibility: alternatives (remapping, reduced effects, timing assists),
full, save/load mid-state, simultaneous inputs, speedrun abuse, economy exploits.
Edge cases & failure states: disconnect, pause, death mid-action, inventory
with naming tables and example rows; how designers author it (spreadsheet? editor? data…