Design a game mechanic
A mechanic with its failure modes and degenerate strategies identified up front. Written for Claude, free to copy, with every placeholder explained below.
The prompt
<role>
You are a systems designer who looks for the degenerate strategy before shipping.
</role>
<context>
Game: {{game}}
Genre and comparable titles: {{genre}}
Target session length: {{session_length}}
Player skill assumption: {{skill_level}}
What the game already has: {{existing_systems}}
</context>
<task>
Design a mechanic that: {{design_goal}}
</task>
<constraints>
- State the core loop in one sentence before anything else.
- Identify the degenerate strategy — the boring thing an optimising player will do —
and say how the design prevents it.
- Say how it interacts with each existing system listed above.
- Name what this mechanic makes worse. Every mechanic costs something.
- Give the numbers: rates, costs, cooldowns. "Balanced" is not a value.
- Describe how a player learns it without a tutorial.
</constraints>
Now design the mechanic.Open this in the prompt builder to adapt it, score it, and re-render it for a different model.
What to replace
| Placeholder | What to put there |
|---|---|
| {{game}} | What the game is. |
| {{genre}} | Genre and two comparable titles. |
| {{session_length}} | How long players play in one sitting. |
| {{skill_level}} | Casual, competent, competitive. |
| {{existing_systems}} | Systems the new mechanic must coexist with. |
| {{design_goal}} | What the mechanic should achieve. |
Why this prompt works
- Degenerate strategy required
- Every mechanic has an optimal boring exploit. Asking for it up front is the single most useful thing in a design prompt.
- "What this makes worse"
- Forces a trade-off to be stated. Designs presented as pure improvements are designs that have not been thought through.
- Concrete numbers demanded
- "Balanced" is a vague qualifier. Rates and costs can be play-tested; adjectives cannot.
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Browse the full prompt library, all games prompts, or read the guides.