Use when adding new error messages to React, or seeing "unknown error code" warnings.
npx skills add ccalebcarter/purria-skills --skill "fun-advisor"
Install specific skill from multi-skill repository
# Description
Multidisciplinary council of expertise on creating genuinely fun games. Use when evaluating if something is fun, designing for engagement, understanding player motivations, validating game direction, ensuring components create a satisfying whole, or making any decision where "is this fun?" matters. Covers behavioral psychology, game theory, neuroscience of play, player motivation research, age-appropriate design, cultural considerations, game feel, systems thinking, narrative integration, audio design, UX of delight, accessibility, ethical engagement, and holistic validation. Triggers on requests about fun, engagement, player experience, motivation, game feel, direction validation, or "will players enjoy this?"
# SKILL.md
name: fun-advisor
description: Multidisciplinary council of expertise on creating genuinely fun games. Use when evaluating if something is fun, designing for engagement, understanding player motivations, validating game direction, ensuring components create a satisfying whole, or making any decision where "is this fun?" matters. Covers behavioral psychology, game theory, neuroscience of play, player motivation research, age-appropriate design, cultural considerations, game feel, systems thinking, narrative integration, audio design, UX of delight, accessibility, ethical engagement, and holistic validation. Triggers on requests about fun, engagement, player experience, motivation, game feel, direction validation, or "will players enjoy this?"
Fun Advisor
A multidisciplinary council dedicated to ensuring Farming in Purria delivers genuine, sustainable, meaningful funβthe kind players remember, return to, and recommend.
The Council of Experts
| Expert | Domain | Core Question |
|---|---|---|
| Behavioral Psychologist | Motivation, reward, habit formation | "Why would someone want to do this?" |
| Neuroscience Researcher | Brain chemistry, anticipation, uncertainty | "What's happening in the player's mind?" |
| Game Theorist | Decision-making, strategy, risk/reward | "Is this choice interesting?" |
| Player Researcher | Demographics, contexts, player types | "Who is this fun for?" |
| Developmental Psychologist | Age-appropriate design, life stages | "Does this match where they are in life?" |
| Cultural Anthropologist | Cross-cultural fun, universal vs specific | "Does this translate across cultures?" |
| Game Feel Specialist | Juice, feedback, tactile satisfaction | "Does this feel good?" |
| Systems Architect | Emergence, loops, holistic coherence | "How do pieces become greater than the sum?" |
| Narrative Designer | Theme, meaning, emotional resonance | "Does this mean something?" |
| Audio Psychologist | Sound, music, auditory feedback | "Does this sound satisfying?" |
| UX Alchemist | Interface, flow, friction removal | "Is the fun accessible?" |
| Accessibility Advocate | Inclusive design, adaptive challenge | "Can everyone experience this fun?" |
| Technology Translator | Platform capabilities, performance | "Can the tech deliver this experience?" |
| Ethics Guardian | Healthy engagement, player respect | "Is this fun we can be proud of?" |
| Integration Director | Holistic validation, gestalt | "Does it all come together?" |
Part I: The Nature of Fun
What Is Fun, Really?
Fun is not a single thingβit's a constellation of positive experiences that share common characteristics:
THE FUN CONSTELLATION
Curiosity ββββββββ Discovery
\ /
\ Wonder /
\ β² /
\ /β\ /
\ / β \ /
Mastery βββββββββββββ Surprise
/ \ β / \
/ \β/ \
/ βΌ \
/ Delight \
/ \
Agency ββββββββββββ Connection
Fun emerges when players experience:
- Agency - "I made that happen"
- Mastery - "I'm getting better at this"
- Discovery - "I found/figured out something"
- Surprise - "I didn't expect that!"
- Anticipation - "I can't wait to see what happens"
- Connection - "This means something to me"
The Fun Equation
FUN = (Meaningful Choice Γ Satisfying Feedback Γ Sense of Progress)
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Friction + Confusion
Maximize the numerator. Minimize the denominator.
The Three Layers of Fun
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β LAYER 3: MEANING β
β "Why does this matter?" β
β βββββββββββββββββββββββββ β
β β’ Connection to theme/story β
β β’ Personal expression β
β β’ Social significance β
β β’ Achievement that feels earned β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β LAYER 2: ENGAGEMENT β
β "What keeps me playing?" β
β βββββββββββββββββββββββββ β
β β’ Interesting decisions β
β β’ Appropriate challenge β
β β’ Curiosity and discovery β
β β’ Progress and growth β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β LAYER 1: SENSATION β
β "Does this feel good moment-to-moment?" β
β βββββββββββββββββββββββββ β
β β’ Responsive controls β
β β’ Satisfying feedback (visual, audio, haptic) β
β β’ Aesthetic pleasure β
β β’ Flow state enablement β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
All three layers must be present. Missing any one undermines the others.
Part II: Core Frameworks
Framework 1: Self-Determination Theory (Deci & Ryan)
The most validated psychological framework for intrinsic motivation:
βββββββββββββββ βββββββββββββββ βββββββββββββββ
β AUTONOMY β β COMPETENCE β β RELATEDNESS β
β β β β β β
β "I choose" β β "I can" β β "I belong" β
ββββββββ¬βββββββ ββββββββ¬βββββββ ββββββββ¬βββββββ
β β β
βΌ βΌ βΌ
βββββββββββββββ βββββββββββββββ βββββββββββββββ
β Meaningful β β Clear goals β β Social β
β choices β β Feedback β β connection β
β Player β β Skill match β β Shared β
β expression β β Growth path β β experiences β
βββββββββββββββ βββββββββββββββ βββββββββββββββ
Applying to Farming in Purria:
| Need | Implementation |
|---|---|
| Autonomy | Choice of which pots to bet on, how to manage hexes, which Simulins to deploy |
| Competence | Clear improvement in reading pot states, strategic betting, trouble management |
| Relatedness | Simulins as companions, leaderboards, sharing farm achievements |
Framework 2: Flow Theory (Csikszentmihalyi)
The optimal experience state where time disappears:
CHALLENGE
β²
HIGH β β β±β
β ANXIETY ββ± β
β β β± β
β β β± β
β β β± FLOW
β ββ±ββββββββββ
MED β β±β β
β β± β β
β β± βBOREDOMβ
ββ± β β
LOW ββββββ΄βββββββ΄βββββΊ
LOW MED HIGH
SKILL
Flow Requirements:
1. Clear goals
2. Immediate feedback
3. Challenge-skill balance
4. Sense of control
5. Concentration enabled
6. Loss of self-consciousness
7. Altered sense of time
For Farming in Purria:
- Pot fill percentages provide clear goals
- Bet outcomes give immediate feedback
- Difficulty scales with season progression
- Players control betting strategy
- Turn-based allows contemplation without time pressure
Framework 3: The 8 Kinds of Fun (MDA Framework)
ββββββββββββββββ¬βββββββββββββββββββββββββββββββββββββββββββββββββ
β Type β What It Means β
ββββββββββββββββΌβββββββββββββββββββββββββββββββββββββββββββββββββ€
β Sensation β Game as sense-pleasure β
β Fantasy β Game as make-believe β
β Narrative β Game as drama β
β Challenge β Game as obstacle course β
β Fellowship β Game as social framework β
β Discovery β Game as uncharted territory β
β Expression β Game as self-discovery β
β Submission β Game as pastime (relaxation) β
ββββββββββββββββ΄βββββββββββββββββββββββββββββββββββββββββββββββββ
Farming in Purria's Fun Portfolio:
| Type | Strength | Implementation |
|---|---|---|
| Sensation | βββββ | Juice, animations, satisfying feedback |
| Fantasy | βββββ | Whimsical Purria world, Simulin companions |
| Challenge | βββββ | Strategic betting, risk management |
| Discovery | βββββ | Unlocking new areas, Simulins, strategies |
| Expression | βββββ | Farm customization, betting style |
| Submission | βββββ | Relaxing farming, predictable rhythms |
| Narrative | βββββ | Light story, seasonal themes |
| Fellowship | βββββ | Leaderboards, future social features |
Framework 4: The Pleasure-Pain Principle
TENSION RELEASE
β β
βΌ βΌ
βββββββββββββββ βββββββββββββββ
β Uncertainty β β Resolution β
β Risk β ββββΊ β Reward β
β Challenge β β Victory β
β Anticipationβ β Relief β
βββββββββββββββ βββββββββββββββ
β β
ββββββββββ¬ββββββββββββ
β
βΌ
THE FUN RHYTHM
Tension βββΊ Release βββΊ Tension βββΊ Release
ββββββββββββββββββββββββββββββββββββ
ESCALATING
Key Insight: Fun isn't constant pleasureβit's the rhythm of tension and release. Too much tension = anxiety. Too much ease = boredom. The oscillation is the joy.
Part III: Player Understanding
Player Type Analysis (Quantic Foundry Model)
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β PLAYER MOTIVATIONS β
ββββββββββββββββββ¬βββββββββββββββββ¬βββββββββββββββββ¬ββββββββββββββ€
β ACTION β SOCIAL β MASTERY β ACHIEVEMENT β
β β’ Excitement β β’ Competition β β’ Challenge β β’ Completionβ
β β’ Destruction β β’ Community β β’ Strategy β β’ Power β
ββββββββββββββββββΌβββββββββββββββββΌβββββββββββββββββΌββββββββββββββ€
β IMMERSION β CREATIVITY β β β
β β’ Fantasy β β’ Design β β β
β β’ Story β β’ Discovery β β β
ββββββββββββββββββ΄βββββββββββββββββ΄βββββββββββββββββ΄ββββββββββββββ
Age-Appropriate Fun Design
| Age Range | Key Characteristics | Fun Priorities | Cautions |
|---|---|---|---|
| 18-24 | Time-rich, socially connected, novelty-seeking | Competition, discovery, social features, skill expression | Can handle complexity; avoid being patronizing |
| 25-34 | Balancing responsibilities, nostalgia-aware, value efficiency | Meaningful progression, respectful of time, strategic depth | Session length flexibility crucial |
| 35-44 | Time-poor, stress-relief seeking, quality over quantity | Relaxation, clear progress, low-friction | Avoid mandatory daily engagement |
| 45-54 | Established preferences, patience for depth, value clarity | Strategy, collection, mastery over time | Clear UI, readable text, forgiving timing |
| 55+ | Cognitive engagement seeking, social connection valued | Mental stimulation, achievable goals, social elements | Accessibility paramount, avoid twitch mechanics |
The Farming in Purria Player
Primary Audience Profile:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β "THE STRATEGIC RELAXER" β
β β
β Demographics: 28-45, mixed gender, casual-to-mid-core β
β β
β They Want: β
β β’ Engaging decisions without stressful time pressure β
β β’ Visible progress and growth β
β β’ A beautiful, charming world to spend time in β
β β’ Strategic depth they can engage with OR ignore β
β β’ Respect for their limited gaming time β
β β
β They Fear: β
β β’ Missing out (FOMO mechanics) β
β β’ Being punished for not playing daily β
β β’ Complexity they can't master β
β β’ Feeling manipulated β
β β
β Session Pattern: 10-30 minutes, 3-5x per week β
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
Part IV: The Components of Fun
1. Meaningful Choices
A choice is meaningful when:
β‘ Both options are viable (no obvious "correct" answer)
β‘ The outcome matters to the player
β‘ The player has enough information to decide
β‘ The consequences are understandable
β‘ The choice reflects player values/style
The Choice Spectrum:
TRIVIAL AGONIZING
β β
βΌ βΌ
No stakes βββ Low stakes βββ SWEET SPOT βββ High stakes βββ Paralyzing
β²
β
Aim for here
For Farming in Purria:
- Betting (fold/call/all-in) is the core meaningful choice
- Which pot to prioritize creates strategic variety
- Risk tolerance as player expression
2. Satisfying Feedback
The Feedback Stack:
βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β 5. NARRATIVE β "Your farm is thriving!" β
βββββββββββββββββββΌββββββββββββββββββββββββββββββββββββββββββββββββ€
β 4. PROGRESSION β Score increase, level up, unlock β
βββββββββββββββββββΌββββββββββββββββββββββββββββββββββββββββββββββββ€
β 3. AUDIO β Coin sounds, celebration music, UI clicks β
βββββββββββββββββββΌββββββββββββββββββββββββββββββββββββββββββββββββ€
β 2. VISUAL β Animations, particles, screen shake, color β
βββββββββββββββββββΌββββββββββββββββββββββββββββββββββββββββββββββββ€
β 1. RESPONSE β Immediate reaction to input (<100ms) β
βββββββββββββββββββ΄ββββββββββββββββββββββββββββββββββββββββββββββββ
Layer 1 is mandatory. Each layer amplifies the others.
3. Appropriate Challenge
The Challenge Calibration:
Player Skill Appropriate Challenge Result
βββββββββββββββββββββββββββββββββββββββββββββββ
Novice β Forgiving, learnable β Confidence
Developing β Scaffolded complexity β Growth
Competent β Strategic depth β Engagement
Expert β Optimization puzzles β Mastery
Dynamic Difficulty Principles:
- Fail forward (losing should teach, not punish)
- Rubber-banding (invisible assistance after repeated failure)
- Optional depth (easy to play, hard to master)
4. Sense of Progress
Progress Must Be:
- Visible (players can see it)
- Meaningful (tied to something they care about)
- Paced well (not too fast, not too slow)
- Multi-dimensional (more than one thing growing)
Farming in Purria Progress Vectors:
| Vector | Visibility | Meaning |
|---|---|---|
| Score | Always visible | Session success |
| Day/Season | Time header | World progression |
| Coins | Resource bar | Purchasing power |
| Tulip bulbs | Resource bar | Farm growth |
| Unlocks | Achievement system | Collection/mastery |
| Leaderboard | Rankings | Social standing |
5. The "Juice" Factor
Juice = Excessive positive feedback for small actions
Without Juice: With Juice:
βββββββββββββββ βββββββββββββββ
β Click β β Click β
β β β β β β
β +100 coins β β *BURST* β
β β β Particles β¨ β
β β β Screen shake β
β β β "Cha-ching!" β
β β β Number pops β
β β β +100 coins β
βββββββββββββββ βββββββββββββββ
Same outcome, vastly different *feeling*
Part V: Holistic Validation
The Integration Test
Before any feature ships, validate it creates a coherent whole:
βββββββββββββββββββββββ
β DOES IT FIT THE β
β CORE FANTASY? β
β β
β "Charming robot β
β tulip farmer who β
β gambles wisely" β
ββββββββββββ¬βββββββββββ
β
ββββββββββββββββββΌβββββββββββββββββ
βΌ βΌ βΌ
βββββββββββββββββββ βββββββββββββββ βββββββββββββββββββ
β Does it serve β β Does it β β Does it β
β the FARMING β β serve the β β enhance the β
β fantasy? β β GAMBLING β β SIMULIN β
β β β excitement? β β companionship? β
ββββββββββ¬βββββββββ ββββββββ¬βββββββ ββββββββββ¬βββββββββ
β β β
βββββββββββββββββββΌββββββββββββββββββ
β
βΌ
βββββββββββββββββββββββ
β IF YES TO ALL: β
β Feature belongs β
β β
β IF NO TO ANY: β
β Reconsider or cut β
βββββββββββββββββββββββ
The Fun Audit Checklist
Run this for every major feature or build:
## Fun Audit - [Feature/Build Name] - [Date]
### Layer 1: Sensation (Does it feel good?)
- [ ] Inputs feel responsive (<100ms feedback)
- [ ] Visual feedback is clear and satisfying
- [ ] Audio reinforces actions appropriately
- [ ] Animations have proper easing and weight
- [ ] No jarring or unpleasant moments
### Layer 2: Engagement (Does it hold attention?)
- [ ] Clear goal is always visible
- [ ] Meaningful choice available within 30 seconds
- [ ] Challenge level matches current skill range
- [ ] Curiosity or anticipation present
- [ ] No confusion about what to do next
### Layer 3: Meaning (Does it matter?)
- [ ] Actions connect to larger goals
- [ ] Progress feels earned, not given
- [ ] Theme/fantasy is reinforced
- [ ] Player can express their style/preferences
- [ ] Stakes feel appropriate (not too high/low)
### Integration (Does it fit?)
- [ ] Feature supports core gameplay loop
- [ ] Doesn't contradict other systems
- [ ] Enhances rather than distracts
- [ ] Discoverable without being hidden
- [ ] Can be ignored if player chooses
### Player Respect
- [ ] Respects player time
- [ ] No dark patterns or manipulation
- [ ] Failure teaches rather than punishes
- [ ] Can be enjoyed in short sessions
- [ ] No artificial gates or FOMO
### Overall Assessment
Fun Rating: ___/10
Confidence: ___/10
Recommendation: Ship / Iterate / Reconsider / Cut
The "Would I Play This?" Test
The most honest assessment. Answer genuinely:
1. Would I play this for 10 minutes voluntarily?
2. Would I think about it when not playing?
3. Would I tell a friend about it?
4. Would I return tomorrow?
5. Would I feel good about my time spent?
6. Would I pay $5 for this experience?
Scoring:
- 6 Yes = Ship it
- 4-5 Yes = Iterate
- 2-3 Yes = Major rework
- 0-1 Yes = Start over
Part VI: Red Flags & Anti-Patterns
Fun Killers
| Anti-Pattern | Why It Kills Fun | Remedy |
|---|---|---|
| Waiting without agency | Players feel trapped | Add choices during waits |
| Punishment for absence | Creates obligation, not desire | Reward presence instead |
| Obscured information | Choices feel random | Show what players need |
| Inconsistent feedback | Breaks trust | Same action = same feedback |
| False choices | Insults intelligence | Make all options viable |
| Progress walls | Stops momentum cold | Multiple progress paths |
| Complexity without depth | Confusion without reward | Simplify or add payoff |
| Rewards without effort | Cheapens achievement | Tie rewards to actions |
Dark Patterns to Avoid
β Artificial energy systems that gate natural play
β Fear-of-missing-out limited-time pressure
β Pay-to-skip actual gameplay
β Intentionally frustrating to drive spending
β Hidden odds or deceptive probabilities
β Social pressure to spend (whale-baiting)
β Variable ratio manipulation beyond game context
β Notification spam
β Guilt trips for not playing
β Making players feel bad to sell solutions
Signs Your Game Might Not Be Fun
EARLY WARNINGS:
β’ Playtesters check their phones
β’ "It's interesting" (not "it's fun")
β’ Players don't talk about specific moments
β’ High tutorial completion, low return rate
β’ Players optimize away from intended experience
β’ Silence during play sessions
β’ "I get it" said too quickly (then they leave)
LATER WARNINGS:
β’ Retention drops sharply after day 1
β’ Players skip content to reach "the fun part"
β’ Community discusses meta more than experience
β’ Reviews mention "potential" more than enjoyment
β’ Players feel obligated rather than eager
Part VII: The Fun Roadmap for Farming in Purria
Current Fun Sources (Validated)
β Hex grid interaction - tactile, visual
β Betting decisions - strategic, personal
β Risk/reward tension - emotional engagement
β Pot fill anticipation - curiosity, hope
β Seasonal progression - long-term goal
β Trouble as challenge - problem-solving
β Simulin charm - emotional connection
Fun Opportunities (To Develop)
β "Just one more day" compulsion
β Celebration moments that feel earned
β Discovery of strategies/secrets
β Expression through farm appearance
β Mastery feeling over multiple seasons
β Surprise events that delight
β Social comparison/connection
Fun Risks (To Monitor)
β Betting becoming rote/automatic
β Trouble feeling unfair
β Mid-season doldrums
β Analysis paralysis in complex situations
β Unclear optimal strategies
β Repetitive session feel
Reference Documents
- Psychology of Fun - Deep dive on motivation, reward, habit
- Player Profiles - Demographics, age-specific design, player types
- Game Feel Compendium - Juice, feedback, tactile satisfaction
- Systems Integration - How pieces create emergent wholes
- Research Foundations - Academic studies, citations, evidence base
# Supported AI Coding Agents
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.