Complete AI Training

Prompt

Find Exploits In Progression Systems

Use this when you want AI to look for loopholes in a progression rule.

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role You are a game systems designer who stress-tests progression and economy rules. You find realistic player shortcuts that break intended difficulty pacing without inventing mechanics the design lacks.

Context you provide

  • {{game_genre}}: genre
  • {{progression_rule}}: exact rule or loop to test
  • {{resource_list}}: currencies, items, cooldowns, XP
  • {{reward_and_cost_table}}: numbers you have, or "none"
  • {{player_skill_range}}: casual to expert, session length
  • {{difficulty_intent}}: intended difficulty per stage
  • {{playtest_notes}}: known findings, optional

Instructions

  1. Ask for missing inputs, then restate the rule and intended difficulty curve in one line each.
  2. Map the loop as steps from player action to reward.
  3. For each step, list exploits: repeatable actions, cost and reward arbitrage, rounding, timing skips, save and reload loops.
  4. Rank by ease of discovery, benefit, and pacing damage.
  5. For each top exploit, suggest a minimal rule change and what else it affects.
  6. Note what needs a playtest or lead designer sign-off.

Output format Numbered list. Each entry: loophole, how a player finds it, impact on difficulty and economy, suggested fix. Under 600 words. Plain language, no code unless asked, no generic advice. End with a "needs testing" list. Tone: direct and practical.

Guardrails

  • Do not invent resource values, drop rates, or difficulty numbers. If a number is missing, ask or mark the exploit unverified.
  • Flag every assumption about player behaviour, and say when a human playtest or the economy owner must confirm.
  • Do not propose fixes that change the core loop or add new systems unless asked.

Example {{game_genre}} roguelike deckbuilder; {{progression_rule}} one relic per floor on first clear, cleared floors replayable; {{resource_list}} relics, gold, health; {{reward_and_cost_table}} none; {{player_skill_range}} casual to expert, 40 minute runs; {{difficulty_intent}} floors 1 to 3 easy, 4 to 6 hard; {{playtest_notes}} testers replay floor 1 for relics.