name: gd-design-mechanic description: Game mechanics documentation and design. Use when designing core gameplay systems, documenting player actions and responses, balancing game systems, or explaining mechanics to developers.
Game Mechanics Design
Mechanics Documentation Template
For each mechanic, document:
## [Mechanic Name]
### Description
[What the mechanic does in plain language]
### Purpose
[Why this mechanic exists - what player fantasy it fulfills]
### Trigger
[What causes this mechanic to activate]
### Input
[Player controls required]
- Primary: [input]
- Alternative: [input]
### Process
[Step-by-step of what happens]
### Output
[Result of the mechanic]
### Feedback
[Visual/audio cues to player]
- Visual: [what player sees]
- Audio: [what player hears]
- Haptic: [touch feedback]
### Edge Cases
[What happens in unusual situations]
- Edge case 1: [handling]
- Edge case 2: [handling]
### Balance Considerations
[How to keep this fair and fun]
- Tuning lever 1: [description]
- Tuning lever 2: [description]
### Dependencies
- Requires: [other mechanics/systems]
- Blocks: [what this prevents]
Core Mechanics Categories
Movement
Player locomotion through the game world.
Consider:
- Ground movement (walk, run, crouch, crawl)
- Aerial movement (jump, double jump, glide, fly)
- Swimming/water movement
- Climbing/vaulting
- Teleportation
- Speed curves and acceleration
Combat
Player vs player or player vs environment conflict.
Consider:
- Attack types (melee, ranged, magic)
- Damage calculation
- Hit detection
- Defense/blocking
- Hit points and damage
- Death/respawn
Interaction
How players manipulate objects and the world.
Consider:
- Pick up/drop items
- Use consumables
- Open doors/containers
- Activate switches/levers
- Talk to NPCs
- Craft items
Progression
How players advance and grow.
Consider:
- Experience points
- Leveling up
- Skill unlocks
- Stat increases
- Equipment acquisition
- Currency earning
Economy
How resources flow through the game.
Consider:
- Currency types
- Earning methods (faucets)
- Spending methods (sinks)
- Trading between players
- Vendor transactions
Mechanics Design Principles
Clarity
Mechanics should be:
- Discoverable - Players can learn through play
- Consistent - Same inputs produce same outputs
- Predictable - Experienced players can plan ahead
Depth
Mechanics should have:
- Skill ceiling - Room for mastery
- Counterplay - No unbeatable strategies
- Variety - Multiple valid approaches
Fairness
Mechanics should be:
- Balanced - No overpowered options
- Transparent - Rules are visible
- Forgiving - Mistakes aren't catastrophic
Common Mechanics Patterns
Rock-Paper-Scissors
Each option has a counter:
A beats B
B beats C
C beats A
Risk/Reward
Higher risk = higher potential reward:
Safe action → Low reward
Risky action → High reward
Resource Management
Limited resources force choices:
Resource pool → Action → Depletion
Regeneration method → Renewal
Progression Gates
Content unlocks over time:
Requirement → Unlock → New content
Balance Documentation
For each mechanic, document balance considerations:
Tuning Levers
Variables that can be adjusted:
| Lever | Current | Range | Effect |
|---|---|---|---|
| [Name] | [Value] | [Min-Max] | [Impact] |
Counterplay
What beats this mechanic:
| Situation | Counter | Why It Works |
|---|---|---|
| [Scenario] | [Counter-strategy] | [Reasoning] |
Mechanics Review Checklist
Before finalizing a mechanic:
- Purpose is clear
- Inputs are discoverable
- Feedback is immediate
- Edge cases handled
- Balance levers identified
- Counterplay exists
- Fun to use
- Feels fair
- Technical feasibility confirmed