Game-Engagement-Retention-Skills

Listed

A Claude Code plugin of three routed skills for in-session reward moments and lifecycle retention in games and consumer interactive apps — the scene, the cohort, and the link between them.

plugin 1 stars 0 forks Updated 2 days ago MIT

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Everything this plugin ships — skills, agents, commands, hooks, and MCP servers it bundles.

Skills (3)

AI & Automation Listed

engagement-retention-advisor

Produce integrated engagement proposals connecting an in-session moment to a next-visit reason (재미도 살리고 다시 오게) — guild/clan, UGC and creation-sharing, meta-progression as a system, in-game economy — for games, interactive narrative, fortune/saju, AI companion, journaling, learning and similar consumer interactive apps. Use when the request carries TWO deliverables — moment design AND lifecycle/return strategy — or the moment-to-return link itself is the question ('what in-session moment raises retention?'), or a moment complaint is paired with a churn complaint ('combat feels flat and players churn'), or the ask is to compare, sequence or prioritize a moment-level against a lifecycle-level investment, or an engagement complaint names no scene and no metric ('our players are bored', 'make it more addictive', '재미없대요', 'the game feels grindy'), or the goal itself is raw time-in-app or session length — start here and ask one scoping question. A retention metric or a return cited only as motivation is NOT a second

1 Updated 2 days ago
ajitta
AI & Automation Listed

interaction-reward-moments

Design and improve in-session reward moments — the reveal, choice, feedback, anticipation and game-feel beats inside one session (손맛, 타격감, 연출, 밋밋하다, 도파민 포인트) — for games, interactive narrative, fortune/saju, AI companion, journaling, learning and similar consumer interactive apps. Use when the deliverable is a named scene, loop, screen or beat: 'the level-complete screen feels hollow', 'make the gacha pull land', 'the tutorial's first win is flat', or a short-session / quit-mid-session complaint (session length is a diagnostic, never a target). Also owns the strength, safety and accessibility of a feel effect — flash, shake, haptics, camera motion — as game feel, not general UI or visual design. A retention metric or a return cited only as motivation ('D7 is low, fix the reward staging') does NOT disqualify this skill. Route away when the deliverable is the cadence or schedule of a battle pass, login rewards, streak or daily quest, to retention-strategy-designer — but the staging of any one of those beats (th

1 Updated 2 days ago
ajitta
AI & Automation Listed

retention-strategy-designer

Diagnose and improve lifecycle retention (리텐션, 이탈률, 잔존율, 복귀 유저) for games and consumer interactive apps: cohorts, D1/D7/D30, activation, onboarding/FTUE funnel (which step players drop at, gating, D0→D1 leak), habit, churn, win-back of lapsed or dormant players, and every multi-day cadence system — battle pass, season, login rewards, streaks, daily quests, LiveOps calendar, meta-progression pacing and unlock schedule. Also owns retention metric definitions (classic vs rolling day-N), reading a pasted cohort table or curve, instrumentation and event taxonomy, A/B and experiment design, notification copy, and — only when retention is the constraint being protected — the monetization-versus-retention trade-off (ARPDAU/LTV vs D7, ad load, offer cadence, paywall). Do NOT trigger when the deliverable is one in-session scene, reveal or staging fix, or a session-length complaint — even if D1/D7/onboarding is cited as the motivating metric; use interaction-reward-moments. Do NOT trigger when moment design is a second

1 Updated 2 days ago
ajitta

Quality Score: 53/100

Stars 20%
10
Recency 20%
100
Manifest 20%
0
Documentation 15%
0
Issue Health 10%
80
License 10%
100
Description 5%
100

Details

Author
ajitta
Repository
ajitta/Game-Engagement-Retention-Skills
Created
2 months ago
Last Updated
2 days ago
Language
Shell
License
MIT

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