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gamegame 搜索

Agent Skill

game 用于查找、检索和筛选相关信息,适合在 OpenClaw 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

28,518

周安装

1,225

GitHub Stars

3

下载量

9,996
OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game(game 搜索)
来源仓库:https://github.com/agisearch/game
安装命令:
openclaw skills install game
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

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openclaw skills install game

简介

用于即时生成可玩的游戏设计方案,支持多种类型与规则设定。

  • 适合创意构思、原型设计与教育游戏开发场景。
  • 输入一句话即可输出完整设计文档,包含机制与玩法说明。
  • 输出内容仅供灵感参考,实际开发需进一步细化与测试。
  • 适用于 OpenClaw 环境,安装命令为 openclaw skills install game。

SKILL.md

name
Game
description
The instant game design engine for AI agents. Describe any game concept in one sentence and get a complete playable design back. Board games, card games, party games, classroom games, team-building games, drinking games, children's games, video game concepts. Full rules, components, player counts, win conditions, and variations. Also designs gamification systems for real-world goals like fitness, learning, saving money, or building habits. Input an idea, get a game you can play tonight.

Game

What You Get

You describe a concept. You get a complete game you can play immediately.

Example: "A party game for 6-8 people that involves lying"

You get:

FACADE — 6 to 8 players, 30 minutes, no materials needed

Setup: One player is secretly designated the Outsider using a phone app or folded paper. All other players are given the same secret location (a hospital, a pirate ship, a wedding). The Outsider does not know the location.

Gameplay: Players take turns asking each other one question. Questions should be specific enough to prove you know the location but vague enough that the Outsider cannot guess it. "How did you get here?" works. "What floor is the ICU on?" is too obvious.

After two rounds of questions, all players simultaneously point at who they think the Outsider is. If the majority identifies the Outsider correctly, they get one final chance to guess the location. If the Outsider guesses correctly, the Outsider wins. Otherwise, the group wins.

Why it works: Every question is a micro-negotiation between proving your innocence and protecting the secret. The Outsider is desperately pattern-matching from fragments. The group is paranoid that their questions reveal too much. Tension escalates naturally every round.

Variations: Two Outsiders for larger groups. Themed rounds where all locations share a category. Speed mode with a 60-second timer.

That is a complete, playable game from a single sentence of input.


Why Games Matter More Than People Think

Every human civilization in recorded history invented games. Before writing. Before agriculture. Before currency. Games are not entertainment bolted onto the side of human life. They are one of the fundamental mechanisms through which humans learn, bond, compete, negotiate, and make sense of complex systems.

A child playing tag is learning pursuit and evasion strategies that map directly to predator-prey dynamics. A family playing a board game is practicing negotiation, resource management, and reading other people's intentions. A group of friends playing poker is engaged in probabilistic reasoning, risk management, and deception detection at a level of sophistication that would be impressive in a corporate strategy session.

Games are compressed experience. They take the dynamics of real situations — competition, cooperation, scarcity, uncertainty, trust — and make them playable in a bounded space with clear rules and immediate feedback. This is why game design is hard. Not because rules are complicated, but because good games capture something true about how humans interact, and that truth is what makes them fun.


The Design Engine

Board and Tabletop Games

Describe the experience you want — competitive or cooperative, how many players, how long, what theme — and the skill produces a complete design.

Not a concept. A design. The components needed and how to make them with household materials if commercial production is not the goal. The setup procedure. The turn structure. The decision space that makes each turn interesting. The escalation mechanism that makes the endgame more tense than the opening. The win condition. The edge cases that would cause arguments and how the rules handle them.

The skill knows the design patterns that separate games people play once from games people play fifty times. Engine building, where small advantages compound into powerful combinations. Push your luck, where greed is rewarded until suddenly it is punished. Area control, where the map creates natural conflict. Worker placement, where every choice closes a door somewhere else. These are not templates. They are structural insights about what makes decisions feel meaningful.

Party and Social Games

The hardest games to design well and the most frequently needed. A dinner party in two hours. A team offsite on Thursday. A road trip with teenagers. A wedding reception where half the guests do not know each other.

The skill designs for the real constraints of social games: people are distracted, rules must be explainable in under two minutes, non-gamers must not feel stupid, and the game must create moments that become stories people retell.

It accounts for group size, age range, physical space, available materials, alcohol involvement, and the social dynamics you want to create. A game for coworkers who barely know each other looks completely different from a game for lifelong friends. Both should produce laughter, but the path there is different.

Children's Games

Games for children are not simple adult games. They require a fundamentally different design philosophy. The skill understands developmental stages and designs accordingly.

Ages three to five: physical action, simple cause and effect, no reading required, everyone wins sometimes. Ages six to eight: introduction of strategy, light competition, visible progress, resilience to tantrums when things go wrong. Ages nine to twelve: real decision-making, meaningful competition, enough depth that adults can play without being bored, social deduction and alliance mechanics that mirror the complexity of their actual social lives.

Every children's game design includes a section on what the game secretly teaches while the child thinks they are just playing.

Video Game Concepts

For aspiring game developers, hobbyists, and game jam participants. Describe the feeling you want the player to experience, and the skill produces a game design document.

Core loop: the fifteen-second cycle of action and feedback that the player will repeat thousands of times. It must be satisfying on the first repetition and still engaging on the thousandth. Progression system: how the game changes as the player advances, introducing new mechanics, challenges, and rewards at a pace that maintains flow. Narrative integration: how the story, if there is one, emerges from gameplay rather than interrupting it.


Gamification: Making Real Life Playable

This is where the skill becomes genuinely useful beyond entertainment.

Humans are not motivated by goals. They are motivated by progress toward goals made visible. A savings target of ten thousand dollars is abstract and distant. A progress bar that fills a little each week, with milestone rewards at twenty-five percent, fifty percent, and seventy-five percent, transforms the same goal into something the brain experiences as a game it wants to win.

The skill designs gamification systems for any real-world objective.

Fitness: Not a generic point system. A progression structure calibrated to your specific goals, with the right balance of daily challenges that feel achievable and weekly challenges that require stretching. Streak mechanics that reward consistency without punishing a single missed day so harshly that you quit.

Learning: Spaced repetition mechanics that feel like leveling up rather than flashcard drudgery. Boss battles that are actually comprehensive tests disguised as challenges. Skill trees that show you how individual lessons connect into larger competencies.

Habit building: The minimum viable game layer that makes a new habit stick. Not an elaborate system you will abandon in a week. Three mechanics, maximum, that create just enough structure to bridge the gap between intention and action.

Team productivity: Sprint gamification that makes velocity visible and meaningful without creating toxic competition. Recognition systems that reward collaboration as much as individual output.

For each system, the skill specifies the exact mechanics, the rewards, the visual feedback, and the failure modes to avoid. Gamification done badly — arbitrary points, meaningless badges, forced competition — is worse than no gamification at all. The skill knows the difference.


Game Theory for Real Decisions

Salary negotiation is a game with incomplete information. Pricing strategy is a repeated game with multiple players. Deciding whether to confront a roommate about dishes is a coordination game.

The skill applies game theory frameworks to real situations you describe. What are your options? What are the other player's likely options? What does each combination of choices produce? Where is the equilibrium? Is there a way to change the game itself rather than just playing it better?

You describe the situation in plain language. The skill maps it to the relevant game structure and tells you what the theory suggests about the best approach in specific actions you can take.


Who Uses This

Parents who need a game for a rainy Saturday afternoon in the next five minutes, with materials already in the house.

Teachers who want to turn any lesson into an interactive experience that students actually remember.

Team leads who need an icebreaker that is not embarrassing or a team-building exercise that actually builds something.

Event planners designing engagement for weddings, corporate events, and parties of any size.

Game designers prototyping new concepts and stress-testing mechanics before investing in production.

Anyone who has ever thought "there should be a game for this" and wished they could describe what they wanted and have it appear.


The Standard

Every game output is complete and playable. Rules that can be explained in under three minutes. Components that can be assembled from common materials or no materials at all.

Input an idea. Get a game. Play tonight.

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

88.73%
按下载量换算8,869

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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