This is for when you're wrestling with whether your core loop is actually fun or just theoretically sound. It channels the design philosophy of Miyamoto, Sid Meier, and Jonathan Blow to help you think through mechanics, player motivation, and game feel. The skill pushes hard on "players don't do what you expect" and comes with reference files for patterns, common failure modes, and validation rules. It's opinionated about things like juice, flow state, and the idea that if players need your tutorial, you've already lost. Best for early stage design when you're trying to find the fun, or when your metrics look good but something still feels off.
npx skills add https://github.com/omer-metin/skills-for-antigravity --skill game-design-core