analyze-risks

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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.

kalkatos By kalkatos schedule Updated 6/2/2026

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 /start has produced a complete game-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 /start first and exit.
  • Read .docs/pitch.md if available for additional context on the intended player experience.
  • Read .docs/glossary.md and 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 /prototype for each risk in priority order."

Common Pitfalls

  1. 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.
  2. Vague prototype questions. "Test if combat is fun" is useless. Every question must be falsifiable with a measurable signal.
  3. Too many risks. 3-5 is the sweet spot. If you have 15, you're listing concerns, not risks. Merge related ones.
  4. Skipping the path recommendation. Each risk needs a path — don't make Brute guess whether to use HTML or Engine.
  5. 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
Install via CLI
npx skills add https://github.com/kalkatos/godot-base --skill analyze-risks
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