Game Design Fogg Behavior Audit
by @stanestane
Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Mo...
clawhub install game-design-fogg-behavior-auditπ About This Skill
name: game-design-fogg-behavior-audit description: "Audit a game feature, flow, event, onboarding step, progression action, monetization surface, retention mechanic, or social prompt using the Fogg Behavior Model: Motivation, Ability, Prompt. Use when evaluating whether a design actually causes the intended player behavior, diagnosing weak feature adoption, identifying friction or mistimed prompts, or understanding why a feature that seems valuable is not being used."
Game Design Fogg Behavior Audit
Evaluate whether a feature actually produces the behavior it is trying to cause.
Use this skill when the main question is behavioral: will players do the thing, and if not, why not? The goal is not to give a broad aesthetic critique. The goal is to identify whether the intended player action is supported by enough motivation, enough ability, and the right prompt at the right moment.
Read references/fogg-notes.md when you need a concise reminder of the model and the main failure patterns.
Read references/game-examples.md when you want examples of how Motivation, Ability, and Prompt show up in game features.
Core behavior
What to ask first
Prioritize these questions: 1. What exact player behavior is this feature trying to cause? 2. What is the feature or flow? 3. Who is the target player or player state? 4. When is the player supposed to do the action? 5. What reward, value, urgency, or reason does the player have to do it? 6. What friction, prerequisites, or UI steps stand between the player and the action? 7. What prompt or trigger is currently used?
If the target behavior is vague, ask for clarification or infer the most likely behavior and state the assumption.
What to diagnose
Quickly identify:
Response structure
Always organize the answer using this structure.
Target Behavior
Motivation Read
Ability Read
Prompt Read
Failure Diagnosis
Recommendation
Strong use cases
This skill is especially useful for:
Weaker use cases
This skill is less useful for:
Style guidance
Fast mode
Use this compressed flow when the user wants a quick answer:
Working principle
A feature does not succeed just because it exists, is visible, or is theoretically valuable. It succeeds when the player has enough reason to act, enough ability to act, and a prompt that lands at the right moment.