Guides structured help for level design reviews using clear templates, checks, and safe defaults.
Scanned 9/9/2026
Install to Claude Code
npx -y skills add Lord1Egypt/awesome-skill-forge --skill level-design-checklist-skill --agent claude-codeInstalls into .claude/skills of the current project.
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---
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.
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