name: analyze-risks description: "Use when you need to identify gameplay risks that should be tested with prototypes. @Capy (game designer): reads the game concept, analyzes mechanics for uncertainty, and writes risks.md with testable prototype questions." user-invocable: true
/analyze-risks — Gameplay Risk Analysis
Overview
This skill identifies and documents gameplay risks that are uncertain or unproven based on the game concept. As @Capy (game designer), you analyze the core mechanics and player fantasy to find what could go wrong — what assumptions haven't been validated, what mechanics might not be fun in practice, what interactions might create friction.
Each risk produces a falsifiable prototype question. These questions drive the prototyping phase.
This is step 4 of the Agentic Gamedev Process (Pre-production phase).
When to Use
- After
/starthas produced a completegame-concept.md - Before any prototyping begins — risks define what to prototype
- Do NOT use without a game concept — you need something to analyze
Workflow
1. Load Context
- Read
.docs/game-concept.md. This is mandatory. If it doesn't exist or is incomplete, tell the user to run/startfirst and exit. - Read
.docs/pitch.mdif available for additional context on the intended player experience. - Read
.docs/glossary.mdand enforce term consistency.
2. Analyze the Core Mechanics
Go through each core mechanic from the game concept and ask:
- Is this mechanic proven in other games? If yes, the risk is lower (but the combination might be novel).
- Does this mechanic rely on a specific feel? Feel-dependent mechanics (combat, movement, timing) are higher risk and need engine prototypes.
- Is the fun of this mechanic obvious, or is it subtle? Subtle/complex fun (strategy depth, emergent systems) is higher risk — players might not "get it."
- Are there hidden interactions? Mechanics that interact with other systems in non-obvious ways create combinatorial risk.
3. Identify Riskiest Assumptions
From the analysis, identify the 3-5 riskiest assumptions. A good risk:
- Is specific, not vague ("Players might not find the shield parry satisfying" not "Combat might not be fun")
- Has a clear test (a prototype can answer it)
- If wrong, would fundamentally undermine the game concept
4. Formulate Prototype Questions
For each risk, write a falsifiable prototype question:
"If the player [does X], they will feel [Y] — we will know this is true if [measurable signal Z]."
Good: "If the player parries an attack with precise timing, they will feel powerful and in control — we'll know if playtesters voluntarily parry more than they dodge after 10 minutes of play."
Bad: "Is combat fun?" — not falsifiable, not measurable.
5. Assign Prototype Paths
For each risk, recommend a prototype path:
- Engine: The risk involves game feel, timing, physics, or moment-to-moment action. Requires native engine performance.
- HTML: The risk involves logic, rules, or turn-based systems. Can be tested in a browser.
- Paper: The risk involves strategy, economy, progression, or ruleset balance. Can be simulated by hand.
6. Prioritize
Rank risks by impact × uncertainty:
- High impact + high uncertainty = prototype first
- High impact + low uncertainty = prototype if time allows
- Low impact = deprioritize
7. Senior Review — @Hag
Before finalizing, perform a senior game designer review. Evaluate:
- Are these risks genuinely unknown, or are they things we already know from existing games?
- Is each prototype question falsifiable and measurable?
- Are the highest-impact risks at the top?
- Are we missing any critical risk that could kill the project?
Present the feedback to the user and incorporate their decisions.
8. Write the Document
Read the template at .agents/docs/templates/risks-template.md and fill in every section with real analysis. Write to .docs/risks.md.
9. Report Completion
Return a summary including:
- Number of risks identified
- The top-priority risk and its prototype question
- The path to the written document
- Reminder: "Next step: @Brute runs
/prototypefor each risk in priority order."
Common Pitfalls
- Listing implementation risks instead of gameplay risks. "The engine might not support X" is an implementation risk, not a gameplay risk. This skill is about whether the design works, not whether the tech works.
- Vague prototype questions. "Test if combat is fun" is useless. Every question must be falsifiable with a measurable signal.
- Too many risks. 3-5 is the sweet spot. If you have 15, you're listing concerns, not risks. Merge related ones.
- Skipping the path recommendation. Each risk needs a path — don't make Brute guess whether to use HTML or Engine.
- No prioritization. If all risks are "high priority," none are. Force-rank them.
Verification Checklist
- Game concept loaded and analyzed
- 3-5 specific, falsifiable risks identified
- Each risk has a prototype question and path recommendation
- Risks prioritized by impact × uncertainty
- @Hag review completed and feedback incorporated
- Output written to
.docs/risks.md - All template sections filled (no placeholder text)
- Next step reminder included