SKILLEMALL.ai

AC game-design-granular-player-motivation-audit

Audit a game, feature, progression system, social system, live-ops loop, monetization surface, or onboarding flow through a granular player motivation taxonomy. Use when evaluating which player motivation archetypes a design strongly serves, neglects, or actively repels; when comparing a concept against segments such as Steady Advancers, Curious Solvers, Competitive Achievers, Imaginative Creators, Strategic Leaders, Immersed Storywriters, Reward Seekers, Passionate Belongers, and Category Enthusiasts; when translating player research into practical design recommendations; or when you need a more nuanced alternative to a simple Bartle-style motivation read.

ClawHub Agent Skills author: Stanislav Stankovic v1.0.0 MIT-0 3 files body ≈ 4 115 tokens Open the sourceclawhub.ai analyzed 4 d ago

As a process C 56/100 · Has gaps — weak spots: when it triggers, inputs and preconditions, failures and branches

AnalyzerInfrastructureWriting and documentstype and topics are labelled automatically from the skill text
JSON
Technical rating
A
95/100
safety, quality, tests
Safety 60%
100
Quality 40%
87
Run on models
none yet
Process rating
C
56/100
Has gaps
Inputs and preconditions w 11
0
Failures and branches w 10
0
Progress reporting w 2
0
the three weakest of ten parameters · all ten

How to improve

    For the model run — optional
    • Your own cases (evals/evals.json, 4–6 real requests with expected answers): the full check would then run those instead of a model-drafted suite.
    • A spec.yaml with trigger phrases and assertions — a behaviour contract for CI; `skilltest init` writes a template.

    Guard findings · 0

    ✓ No critical or high findings

    Files scanned: 3. Evidence is masked. Grey chips explain why severity was lowered.

    Against the Agent Skills spec

    ✓ No remarks against the Agent Skills spec

    Process rating: all ten parameters 56/100

    • 0Inputs and preconditions. Does not say what the process needs to start
    • 0Failures and branches. Linear process with no failure handling
    • 0Progress reporting. Says nothing while it works
    • 20When it triggers. No condition that starts the skill
    • 30Running it twice. 17 mutating operations with no state check
    • 60Tools and files. Uses tools (bash) that frontmatter does not declare
    • 70Execution cost. Instruction body is 4115 tokens
    • 100Steps. 232 steps
    • 100Result and completion. Output format and completion criterion are stated
    • 100Consistency. Name and required fields are in place
    • low 10 top-level sections: this looks like several domains in one skill

    Everything here is measured from the skill text rather than judged by a model, so the numbers are checkable. A parameter weighs more when it is a more common reason for the process to stall.

    Quality signals

    • +5Description has no quoted example phrases that should trigger the skill
    • +4Description does not say when NOT to use the skill (false activations)
    • +4No input/output examples
    • +1No license
    • +2Single-language instructions
    • +3Description length 665: enough signal without eating the budget
    • +4Structure: 31 headings
    • +3Step-by-step instructions: 232 items
    • +3Output format is stated explicitly
    • +4Reference files are cited in the instructions (1 of 1)

    Quality base 70; lint remarks subtract, signals add up to 100. Result: 87.

    External checks

    ClawHub: clean
    This is a documentation-only game design audit skill with no executable behavior or sensitive access.
    LLM: benign (high) · VirusTotal: · 29 May 2026