rfc-review

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Structured review of game design RFCs with quantitative scoring across 6 dimensions: core loop, progression, economy, player motivation, risk, cross-consistency. Use when reviewing docs/rfcs/ documents, evaluating game design decisions, or checking design health before implementation. Not for code review (use @implementation-review), not for balance numbers (use balance-review later).

GiantCroissant-Lunar By GiantCroissant-Lunar schedule Updated 4/12/2026

name: rfc-review description: "Structured review of game design RFCs with quantitative scoring across 6 dimensions: core loop, progression, economy, player motivation, risk, cross-consistency. Use when reviewing docs/rfcs/ documents, evaluating game design decisions, or checking design health before implementation. Not for code review (use @implementation-review), not for balance numbers (use balance-review later)." category: 00-meta layer: governance related_skills: - "@rfc-orchestrator" - "@context-discovery"

/rfc-review: Game Design RFC Review

Interactive RFC review with quantitative scoring. Every recommendation includes WHY + concrete alternative. No vague praise.

Inspired by gstack-game's /game-review, adapted for RFC-driven development.


Phase 0: Read & Orient

Read the target RFC from docs/rfcs/. Extract 5 context anchors:

Anchor Status Found
Genre & Platform ✅/❌ {what was found}
Target Session Length ✅/❌ {what was found}
Monetization Model ✅/❌ {what was found}
Target Audience ✅/❌ {what was found}
Design Pillars ✅/❌ {what was found}

For ❌ items, provide best-guess with [inferred] tag.

Confirm context before proceeding. For missing anchors, ask ONE question with options and a RECOMMENDATION.

Mode Selection

Select review mode based on game type:

Mode Focus
PC/Console RPG (default for ultima-magic) Core loop depth, mastery curve, narrative, session arc
Mobile/Casual Retention, economy, session fit, monetization ethics
Multiplayer/Competitive Balance, matchmaking, counterplay

Mode Weight Table (PC/Console RPG default)

Section Weight
1. Core Loop 30%
2. Progression & Retention 20%
3. Economy 10%
4. Player Motivation 15%
5. Risk Assessment 10%
6. Cross-Consistency 15%

Review Pacing

After EACH section, present:

  • Section score: Section {N} — {name}: {score}/10
  • 1-sentence biggest finding
  • Options: A) Continue, B) Dig deeper, C) Fast-forward, D) Stop here

STOP and wait after each section.


Section 1: Core Loop

Evaluate the nested loop model:

  • Micro loop (moment-to-moment): Is the core action satisfying? What's the verb?
  • Meso loop (session): What's the session goal? How long is a session?
  • Macro loop (progression): What keeps the player coming back?
  • Meta loop (mastery): What's the long-term aspiration?

Check:

  • Loop clarity — can you describe each loop in one sentence?
  • Loop depth — does the micro loop have meaningful decisions?
  • Loop uniqueness — what differentiates from competitors?
  • MDA alignment — do Mechanics produce intended Dynamics and Aesthetics?

Score: ___/10


Section 2: Progression & Retention

Evaluate at each retention tier:

Tier Question
FTUE Does the first 5 minutes teach the core loop AND deliver an "aha moment"?
D1 What reason does the player have to come back tomorrow?
D7 What new system/content unlocks by day 7?
D30 What's the long-term aspiration keeping mastery players?

Check:

  • Flow state design — is difficulty curve shaped for flow?
  • Skill gates vs content gates vs time gates — which are used and are they appropriate?
  • Churn points — where will players most likely quit?

Score: ___/10


Section 3: Economy & Monetization

Evaluate currency and reward systems:

  • Currencies — how many? Are they clear?
  • Sinks & Faucets — is there a sink for every faucet?
  • Reward schedules — variable ratio? Fixed interval?
  • Spending tiers — does economy serve different player types?

Red flags:

  • Economy with no sinks (hyperinflation)
  • Pay-gated core progression
  • Probabilistic rewards with no pity system

Score: ___/10


Section 4: Player Motivation & Emotion

Evaluate using Self-Determination Theory (SDT):

Need In RFC? How?
Autonomy ✅/❌ {meaningful choices}
Competence ✅/❌ {skill growth}
Relatedness ✅/❌ {connection}

Check:

  • Bartle type coverage — which player types are served?
  • Emotional arc — does the design create tension/release cycles?
  • Ludonarrative consonance — do mechanics support the story?

Score: ___/10


Section 5: Risk Assessment

Evaluate across 5 categories:

Risk Level Detail
Pillar violation H/M/L Does any system contradict design pillars?
Scope (Lake vs Ocean) H/M/L Is scope achievable? Deep and narrow > shallow and wide.
Technical feasibility H/M/L Can this be built with current tech stack?
Market differentiation H/M/L What makes this different from competitors?
Retention cliffs H/M/L Where does content/system depth run out?

Score: ___/10


Section 6: Cross-RFC Consistency

Cross-validate findings across sections AND across related RFCs:

  • Does the combat RFC's difficulty curve match the progression RFC's pacing?
  • Does the party RFC's character growth match the dungeon RFC's challenge scaling?
  • Does the overworld RFC's exploration match the state machine RFC's transitions?
  • Does the UI RFC support all the information needs of combat, dungeon, and overworld?

Flag contradictions invisible within any single RFC.

Score: ___/10


Forcing Questions

Minimum 2, routed by RFC maturity:

RFC State Focus
Early/skeleton "Describe the core loop in one sentence" / "Who comes back tomorrow?"
Detailed "Have you prototyped this?" / "What breaks at 2x scale?"
Post-implementation "What surprised you in testing?" / "What changed from the RFC?"

Fix-then-Rescore

When user updates the RFC during review:

  1. Re-read updated section
  2. Re-score ONLY that section
  3. Update running total
  4. If final < baseline: WARN — fix introduced new problem

Game Design Vocabulary

Use these terms consistently:

  • Core loop, session loop, meta loop — loop hierarchy
  • FTUE — First Time User Experience
  • Aha moment — when the player "gets it"
  • Churn point — where players quit
  • Sink/faucet — currency consumption/generation
  • Skill gate — requires player skill to pass
  • Content gate — requires content consumption to pass
  • Time gate — requires real time to pass
  • Flow state — optimal challenge/skill balance

Completion Summary

RFC Review: {RFC name}
═══════════════════════════════════════════════
  Mode: PC/Console RPG

  Section 1 — Core Loop:         _/10  (30%)  → weighted: _.__
  Section 2 — Progression:       _/10  (20%)  → weighted: _.__
  Section 3 — Economy:           _/10  (10%)  → weighted: _.__
  Section 4 — Player Motivation: _/10  (15%)  → weighted: _.__
  Section 5 — Risk Assessment:   _/10  (10%)  → weighted: _.__
  Section 6 — Cross-Consistency: _/10  (15%)  → weighted: _.__
  ─────────────────────────────────────────────
  WEIGHTED TOTAL:                _._/10

Top 3 Deductions:
  1. [Section] [Issue]: -N because [specific reason]
  2.
  3.

  STATUS: DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT

Important Rules

  • ONE question at a time. Never batch forcing questions.
  • Section transitions mandatory. Score + pacing options after every section.
  • Push twice max. Vague answer → push for specifics → still vague → flag, move on.
  • Escape hatch: "skip ahead" → AUTO-only remaining sections.
  • No code suggestions. Design review only. Technical → note for @implementation-review.
  • Anti-sycophancy: Score honestly. A 5/10 with specific deductions is more useful than a polite 8/10.
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