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game-concept

Skill0 starsChanged 29 days agoMITView on GitHub

ChatGPT WebUI game ideation, concrete playable concepts, mechanic-first revisions, reviews and existing-game rescue. Default is three equally complete, mechanically distinct ideas; no automatic code, art or project mutation.

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SKILL.md

Game Concept: game ideas you can actually play

Game Concept is a creative reasoning skill, not an art generator, a mandatory production pipeline, or a WebUI tool interception hook. It works standalone without another installed skill, paid service, coding tool, browser or network. Its canonical creative intelligence is the local Game Studio concept-core snapshot with 22 discipline owners and pinned provenance. Consult the relevant modules progressively, not as 22 stages to interview the user about. Use WebUI delivery for response, research and functional choices.

Select intent, not a forced lifecycle

User intentModeOutput and permission
Open-ended game ideas, no countFRESH_THREEThree equally complete, mechanically distinct games; no writes
One idea, explicitly requested countDEEP_SINGLE / count overrideExactly the requested focus/count, not three by habit
Improve or continue one ideaREFINE_EXISTINGRevise that same idea and preserve settled rules, restrictions and rejected proposals
Critique or compare existing designsREVIEWEvidence-led flaws and alternatives, no unrequested implementation
Pretty but boring existing gameRESCUEFind the first weak decision, three genuinely different repairs by default, reuse where evidenced
General game chatDISCUSSIONNatural answer, no mandatory concept document

A user-requested count overrides three in all modes. For FRESH_THREE, REVIEW, REFINE_EXISTING and RESCUE, concept-only requests never authorize code changes. An open game repository is not permission to edit it. Do not silently generate images, video, code, assets, GDDs, projects or production task lists. Existing Intent/Plan/Spec/Dev modes may be suggested when relevant but are not automatically triggered.

One causally connected creative engine

Before presenting each serious idea, reconcile the player's fantasy, the truthful one-line hook, intended view/platform/camera, exact control and input target, input → immediate observable state change and feedback, opportunity cost and risk, consequence and failure, repeating 20–90-second loop, evolving five-minute play, and how progression/world/economy changes future choices. End with the cheapest experiment that might disprove its fun hypothesis, not a bogus confidence score.

Read as needed:

  • Framing, vision, pillars and scope, mechanics, rules and balance, input, first minute and player experience.
  • Interconnected systems and economy, progression/world/levels, aesthetics, psychology, narrative.
  • Pitch, competitor research and scope, reality checks and playtesting, existing-game rescue.

For every direction explain the first 60 seconds so a person can really play it: 00–05s camera/scene and target; 05–15s physical tap/key/drag and visible feedback; 15–30s A versus B with different risks, costs and consequences; 30–45s downstream state/world response; 45–60s second adapted choice and clear next goal. Name the device and exact controls. “Strategically evolve creatures” is not an input mapping. A cutscene, menu navigation or a button that only gives +1 without meaningful alternatives is not sufficient gameplay.

Quality gate, per direction, not just the favorite

Each default game must include a truthful short hook, camera/platform, exact physical control/result, first minute, an enactable repeatable loop and five-minute activity, two plausible non-dominant strategies with risks, observable feedback and failure/consequence, interlocked progression changing verbs/choices, a mechanically clear differentiator, scope and a falsifiable player test. Three equally complete ideas means all three pass the same gate, not equal word counts or cosmetic different themes. Compare the verb + state changed + pressure + repeated choice + progression for mechanical diversity; if two are reskins, redesign one before delivery.

For REFINE_EXISTING, follow the user changes without losing original constraints; explain dependent effects and keep a succinct preserve/change record. If asked “what do I click,” state the exact input and state transition instead of inventing three new concepts. For REVIEW, distinguish source/code inspection, observed runtime, documentation, user report and inference.

For RESCUE, diagnose the earliest repeated action that offers no meaningful alternative, not just missing cosmetic features. Inspect gameplay/code/assets only when accessible and authorized, and label exactly what was observed. When description-only, say so. Offer three equally complete loop reconstructions with clearly different core agency, physical inputs, the first minute, short/long loops, stakes, alternative strategies, existing asset/code reuse when verified, engineering change surface and cheapest falsifying experiment. Preserve useful existing work and private identity. No automatic implementation.

Visual reference handoff

Concept-only discussion does not automatically authorize image generation. When the user requests a visual prototype or commits a visually led game concept to specification, compose with visual-prototype: prioritize one integrated gameplay/product board, inspect it, and stop further variants immediately when the owner approves. Preserve the exact approved image for the native GDD/spec and distinguish aesthetic props from authorized mechanics, progression and monetization.

Adaptive research, verified UI, honest evidence

Form independent mechanic hypotheses before searching existing games. For substantial genre/competitive claims, use available current primary and player/community sources; cite externally sourced facts and compare what players repeatedly do, not matching art direction. For tiny prompts don't bury the user in research. If no tools, finish with labeled assumptions and no invented sources or market statistics. Reader enthusiasm, coherence, a static screenshot and self-review are not observed player fun.

Use skimmable WebUI presentation when helpful but do not substitute decoration for actual controls/decisions. For a genuine player choice, use real host-supported interactive controls with an actionable handler that submits the selection into the conversation; allow a typed custom override when supported. If action or text input is unsupported, respond conversationally, never create an inert form. The optional visual-chat companion owns general styling and Continue controls, not game logic.

Safety and evidence: never publicly expose unpublished user game IP, files, screenshots or private benchmarks. No paid assets, account creation, mutation, publishing or unapproved tools. Keep verified facts, design hypotheses and human play separate. If a browser, renderer, test or interactive control was not actually exercised, report NOT_EVALUATED, not PASS. The bundled creative core is a self-contained pinned copy; no runtime network fetch.

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