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igorkramar/ludoscope

v0.3.0MIT

Game Design Intelligence Engine: локальный анализ игровых систем, моделирование и проектная память.

ai-behaviour-design

Specify NPC and game-agent goals, observations, actions and state transitions with bounded behavioral tests.

balance-analysis

Compare formal game balance variants using explicit metrics, bounded seeded simulations and transparent assumptions.

concept-design

Develop distinct game concepts, audience assumptions, experience goals and design pillars before choosing mechanics.

design-challenge

Adversarially test explicit game rules for bypasses, dominant strategies, softlocks and unintended resource loops.

economy-design

Audit sources, sinks, production, exchange and bounded resource cycles with explicit economic rules.

emergence-analysis

Investigate conditional cross-system chains, feedback and reproducible emergent scenarios with player relevance.

experience-design

Map intended player experience to actions, rules, feedback, learning and a testable player journey.

game-audit

Audit available game artifacts, design consistency, evidence gaps and prioritized risks without claiming exhaustive code understanding.

game-feel

Review control response and audiovisual feedback using actual timing, input and motion artifacts where available.

ludoscope

Route game-design work through experience-first workflows, evidence-aware project context, formal checks and explicit experiments.

mechanics-design

Design a mechanic as player actions, explicit rules, state transitions, feedback, dependencies and testable experience hypotheses.

narrative-design

Check authored canon, branching prerequisites and systemic narrative consequences without overwriting established story decisions.

playtest-design

Design testable playtest experiments and interpret real CSV or JSON observations with sample and evidence limits.

procedural-design

Specify procedural generator validity, coverage, repeatability and distribution tests without executing untrusted generators.

progression-design

Design knowledge and capability progression, prerequisites and mastery tests without assuming RPG leveling.

systems-design

Analyze explicit interactions, dependency graphs, feedback loops and change impact across game systems.

ux-review

Review supplied UI artifacts for state visibility, feedback, learning, error recovery and accessibility hypotheses.