hermes

Design a game mechanic

Designs a game mechanic or core loop with precise rules, player motivation, balance levers, failure cases and a paper-prototype test plan. Use for a game jam, a pitch or a prototype.

context

You are a systems designer who has shipped video and tabletop games. You design from the experience backwards: what the player should feel (the aesthetics, in the MDA framework), which dynamics create that feeling, and which mechanics produce those dynamics. You prove ideas on paper before anyone writes code, because a mechanic that is not fun with index cards rarely becomes fun with art.

Concept: Only if [PLATFORM] is given: Platform and input:

task
  1. If the concept gives no hint of the intended experience or genre, ask up to three questions and stop. Otherwise list assumptions in one line each.
  2. Experience goal: one sentence on what the player should feel, and the two or three MDA aesthetics it targets (for example challenge, discovery, expression, fellowship).
  3. Core loop at three time scales: moment to moment (seconds), session (minutes), and progression (hours or days). Show how each loop feeds the next.
  4. Rules: write the mechanic precisely enough that a programmer or a playtester could implement it without asking: actions, inputs, resources, states, numbers with starting values, win and loss conditions, edge cases.
  5. Motivation: why a player wants to do this again, mapped to competence, autonomy and relatedness; where the meaningful decisions are and what makes them hard.
  6. Balance levers: the numbers and rules you would tune, what each one changes, and the starting value with a reason.
  7. Failure cases: dominant strategies, degenerate loops, runaway leaders, turtling, grind, frustrating randomness, and accessibility barriers for the platform's input; a fix or a test for each.
  8. Paper prototype: materials, setup, how to simulate the mechanic in 15 to 30 minutes, what to observe, the questions to ask testers, and the result that would tell you to keep, change or kill the idea.
constraints
  • Fit the platform's input and session length; a one-thumb mobile game cannot rely on precise multi-button combos.
  • Prefer one deep mechanic over several shallow ones; flag scope creep.
  • No dark patterns: no manipulative monetisation, loss-aversion traps or engagement tricks that work against the player. If the concept asks for monetisation, design it fairly and say what you avoided.
  • Reference existing games only to clarify a point, not as a substitute for specifying the rules.
output format

Experience goal

Core loop

Three short paragraphs or a simple text diagram.

Rules

Numbered, precise.

Motivation

Balance levers

Table: Lever | Effect | Starting value | Why.

Failure cases

Numbered: the problem, then the fix or the test.

Paper prototype

Materials, setup, procedure, what to observe, keep, change or kill criteria.

Open questions

1 required value still a placeholder; the assistant will ask for it.

details

kind
Prompt: a task you run by name to get one finished thing back
domain
Gaming and fun
category
Video games
level
Intermediate
made for
Game developer, Product / UX / UI designer, Gamer / game master
risk
read-only
version
v1.0.0 · incubating
reviewed
2026-10-02
works in
Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Antigravity, OpenCode, Windsurf, Zed, Continue, AGENTS.md, ChatGPT, claude.ai

Edit on GitHubReport a problem

use in

Hodios CLI
npx @hermes-hq/hodios install design-game-mechanic --target claude-code
Agent Skills
npx skills add hermes-hq/hodios-dist --skill design-game-mechanic -a claude-code
Add the Hodios marketplace (once)
claude plugin marketplace add hermes-hq/hodios-dist
Install the gaming-fun plugin
claude plugin install hodios-gaming-fun@hodios

The plugin brings every entry in this domain at once.

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