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Skill · Version 1.0.0

Level pacing and guidance

Plans routes, learning moments and recovery around the character's real movement and camera. Checks that required abilities, checkpoints and readable landmarks support a playable rhythm.

game-level-pacing

Agents using this skill

See how it helps

When is it useful?

Use when a level's layout looks promising but players become lost, trapped or overwhelmed.

What does it help you do?

  • Maps critical and optional routes against obtainable abilities and consumable keys.
  • Balances learning, challenge and recovery using observed traversal time.
  • Checks landmarks, checkpoints and recoverable falls without relying on one sensory cue.

Try asking this

Block out a level that teaches a dash before a timed escape. Introduce the move safely, offer an optional challenge and place a checkpoint before the escape. Test actual jump gaps and camera visibility; a missed jump should allow recovery, and the route must remain understandable without color cues alone.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Level Pacing and Player Guidance

Read the core loop and derive level dimensions from actual character/camera metrics: speed, body size, jump, slope, reach and viewing constraints. Preserve those contracts while evaluating a blockout.

  • Author the critical path, optional routes, rewards and gates as explicit connections. Check reachability in the order abilities/keys are obtainable; consumable gates require quantity-aware state.
  • Plan beats with intended tension, learning, mastery, rest and surprise. Compare how long each beat takes in play rather than treating a room count as a duration.
  • Introduce a mechanic with readable feedback, allow a low-pressure attempt, then vary the context before combining demands. Avoid assuming text instructions were understood.
  • Guide with layout, landmarks, lighting, sound and affordances; coordinate visual/audio implementation without making a required route depend on one sensory channel.
  • Check camera obstruction, navigation, recoverable falls, return paths and checkpoints at actual movement speeds. A pretty aerial layout is not proof that traversal works.
  • Keep a playable blockout until the essential choices and metrics are supported. Record placement recipes and preserve authored prefab/scene references as content evolves.

Deliver a beat/path map, metrics, intended observations and edge cases. Verify by actual traversal or label the remaining play check explicitly.

Reference: the adapted upstream level-design skill; optional terrain/art tools are separate capabilities and are not assumed installed.

Included files 2

  • LICENSE.txt
  • SKILL.md