Guides structured help for level design reviews using clear templates, checks, and safe defaults.
run this clawhubskill inside any MCP-capable agent (Claude Code, Codex, or Cursor). paste the command below and Implexa's MCP server recognizes it, applying the SKILL.md inline via the apply_recommended_skilltool call — the skill executes in your session, no separate install step. you can also invoke it by name in natural language (e.g. "implexa, run level-design-checklist-skill").
implexa run clawhub/level-design-checklist-skill
--- name: level-design-checklist-skill title: Level Design Checklist Skill description: Guides structured help for level design reviews using clear templates, checks, and safe defaults. version: 0.1.0 author: Abdullah license: MIT-0 tags: - game - level-design-checklist - openclaw - templates --- # Level Design Checklist Skill ## Purpose Help a game creator review and improve a level design before building, testing, or publishing it. Use this skill for platformer levels, top-down levels, puzzle rooms, combat arenas, tutorial stages, and small indie game maps. ## Inputs Ask for or collect: - Game genre - Level goal - Player abilities available in this level - Main mechanic or teaching point - Level map, sketch, blockout, or short description - Target difficulty - Known problems or player feedback ## Checklist ### 1. Player Goal - The objective is clear within the first few seconds. - The player can understand where to go next. - The level has a start, middle, and finish. ### 2. Readability - Important paths are visually stronger than decoration. - Hazards, enemies, pickups, exits, and interactable objects are easy to recognize. - The camera or viewpoint supports the main action. ### 3. Flow - The level introduces one idea at a time. - Safe practice comes before dangerous use. - Challenge increases gradually. - There are no long empty sections unless they serve pacing. ### 4. Fair Challenge - Failures feel understandable, not random. - Checkpoints or recovery points match the difficulty. - Enemy and hazard placement gives the player time to react. - Optional hard routes are clearly optional. ### 5. Mechanics - The level teaches or tests the intended mechanic. - Required abilities are available before they are needed. - There are no softlocks or required jumps/actions that exceed intended player skill. ### 6. Rewards and Secrets - Rewards guide exploration without confusing the main route. - Secrets have visual hints or logic. - Risk and reward feel balanced. ### 7. Performance and Scope - The level is not overloaded with unnecessary objects. - Reused assets are consistent. - The level can be playtested quickly. ### 8. Playtest Notes Record: - Where players got confused - Where players died unfairly - Where players ignored the intended route - What felt fun - What should be cut or simplified ## Output Template ```text Level Review: [level name] Goal: - [clear objective] Strong points: - [what works] Problems found: - [issue 1] - [issue 2] Fix plan: 1. [small fix] 2. [small fix] 3. [test again] Playtest focus: - Watch if players understand [specific moment] ``` ## Safety and Scope - Do not recommend copyrighted level copying. - Do not overbuild the level before testing. - Prefer small playable improvements over large redesigns.
don't have the plugin yet? install it then click "run inline in claude" again.