ccalebcarter

fun-advisor

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# 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 funβ€”the 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 thingβ€”it's a constellation of positive experiences that share common characteristics:

THE FUN CONSTELLATION

     Curiosity ──────── Discovery
          \                /
           \    Wonder    /
            \     β–²      /
             \   /β”‚\   /
              \ / β”‚ \ /
    Mastery ───●──│──●─── Surprise
              / \ β”‚ / \
             /   \β”‚/   \
            /     β–Ό      \
           /   Delight    \
          /                \
     Agency ──────────── Connection

Fun emerges when players experience:

  1. Agency - "I made that happen"
  2. Mastery - "I'm getting better at this"
  3. Discovery - "I found/figured out something"
  4. Surprise - "I didn't expect that!"
  5. Anticipation - "I can't wait to see what happens"
  6. Connection - "This means something to me"

The Fun Equation

FUN = (Meaningful Choice Γ— Satisfying Feedback Γ— Sense of Progress)
      ────────────────────────────────────────────────────────────
                         Friction + Confusion

Maximize the numerator. Minimize the denominator.

The Three Layers of Fun

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚  LAYER 3: MEANING                                               β”‚
β”‚  "Why does this matter?"                                        β”‚
β”‚  ─────────────────────────                                      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”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
β”‚  LAYER 2: ENGAGEMENT                                            β”‚
β”‚  "What keeps me playing?"                                       β”‚
β”‚  ─────────────────────────                                      β”‚
β”‚  β€’ Interesting decisions                                        β”‚
β”‚  β€’ Appropriate challenge                                        β”‚
β”‚  β€’ Curiosity and discovery                                      β”‚
β”‚  β€’ Progress and growth                                          β”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
β”‚  LAYER 1: SENSATION                                             β”‚
β”‚  "Does this feel good moment-to-moment?"                        β”‚
β”‚  ─────────────────────────                                      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”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

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:

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
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”‚
β””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜    β””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜    β””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜
       β”‚                  β”‚                  β”‚
       β–Ό                  β–Ό                  β–Ό
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
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”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

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
                        β–²
              HIGH β”‚    β”‚    β•±β”‚
                   β”‚ ANXIETY β”‚β•± β”‚
                   β”‚    β”‚   β•±  β”‚
                   β”‚    β”‚  β•±   β”‚
                   β”‚    β”‚ β•± FLOW
                   β”‚    │╱─────│────
              MED  β”‚   β•±β”‚      β”‚
                   β”‚  β•± β”‚      β”‚
                   β”‚ β•±  β”‚BOREDOMβ”‚
                   β”‚β•±   β”‚      β”‚
              LOW  └────┴──────┴────►
                   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)

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ Type         β”‚ What It Means                                  β”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
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”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

Farming in Purria's Fun Portfolio:

Type Strength Implementation
Sensation ●●●●● Juice, animations, satisfying feedback
Fantasy ●●●●○ Whimsical Purria world, Simulin companions
Challenge ●●●●○ Strategic betting, risk management
Discovery ●●●○○ Unlocking new areas, Simulins, strategies
Expression ●●●○○ Farm customization, betting style
Submission ●●●●○ Relaxing farming, predictable rhythms
Narrative ●●○○○ Light story, seasonal themes
Fellowship ●●○○○ Leaderboards, future social features

Framework 4: The Pleasure-Pain Principle

    TENSION              RELEASE
       β”‚                    β”‚
       β–Ό                    β–Ό
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”      β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ Uncertainty β”‚      β”‚ Resolution  β”‚
β”‚ Risk        β”‚ ───► β”‚ Reward      β”‚
β”‚ Challenge   β”‚      β”‚ Victory     β”‚
β”‚ Anticipationβ”‚      β”‚ Relief      β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜      β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
       β”‚                    β”‚
       β””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                β”‚
                β–Ό
         THE FUN RHYTHM

    Tension ──► Release ──► Tension ──► Release
         β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                   ESCALATING

Key Insight: Fun isn't constant pleasureβ€”it'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)

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚                     PLAYER MOTIVATIONS                         β”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
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”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
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”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

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:

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
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”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

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”‚
   β–Ό                                                      β–Ό
No stakes ─── Low stakes ─── SWEET SPOT ─── High stakes ─── Paralyzing
                                  β–²
                                  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:

β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ 5. NARRATIVE    β”‚ "Your farm is thriving!"                     β”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
β”‚ 4. PROGRESSION  β”‚ Score increase, level up, unlock             β”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
β”‚ 3. AUDIO        β”‚ Coin sounds, celebration music, UI clicks    β”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
β”‚ 2. VISUAL       β”‚ Animations, particles, screen shake, color   β”‚
β”œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€
β”‚ 1. RESPONSE     β”‚ Immediate reaction to input (<100ms)         β”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”΄β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

        Layer 1 is mandatory. Each layer amplifies the others.

3. Appropriate Challenge

The Challenge Calibration:

Player Skill    Appropriate Challenge    Result
───────────────────────────────────────────────
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:
β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”         β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
β”‚ Click       β”‚         β”‚ Click       β”‚
β”‚     ↓       β”‚         β”‚     ↓       β”‚
β”‚ +100 coins  β”‚         β”‚ *BURST*     β”‚
β”‚             β”‚         β”‚ Particles ✨ 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”‚
β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜         β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
Same outcome, vastly different *feeling*

Part V: Holistic Validation

The Integration Test

Before any feature ships, validate it creates a coherent whole:

                    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
                    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”‚
                    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                               β”‚
              β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
              β–Ό                β–Ό                β–Ό
    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β” β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
    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”‚
    β””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”˜ β””β”€β”€β”€β”€β”€β”€β”€β”€β”¬β”€β”€β”€β”€β”€β”€β”€β”€β”˜
             β”‚                 β”‚                 β”‚
             β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”Όβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
                               β”‚
                               β–Ό
                    β”Œβ”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”
                    β”‚  IF YES TO ALL:     β”‚
                    β”‚  Feature belongs    β”‚
                    β”‚                     β”‚
                    β”‚  IF NO TO ANY:      β”‚
                    β”‚  Reconsider or cut  β”‚
                    β””β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜

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

❌ Artificial energy systems that gate natural play
❌ Fear-of-missing-out limited-time pressure
❌ Pay-to-skip actual gameplay
❌ Intentionally frustrating to drive spending
❌ Hidden odds or deceptive probabilities
❌ Social pressure to spend (whale-baiting)
❌ Variable ratio manipulation beyond game context
❌ Notification spam
❌ Guilt trips for not playing
❌ 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)

βœ“ Hex grid interaction - tactile, visual
βœ“ Betting decisions - strategic, personal
βœ“ Risk/reward tension - emotional engagement
βœ“ Pot fill anticipation - curiosity, hope
βœ“ Seasonal progression - long-term goal
βœ“ Trouble as challenge - problem-solving
βœ“ 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)

⚠ Betting becoming rote/automatic
⚠ Trouble feeling unfair
⚠ Mid-season doldrums
⚠ Analysis paralysis in complex situations
⚠ Unclear optimal strategies
⚠ Repetitive session feel

Reference Documents

# 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.