game-brainstorming
Skill2 starsChanged 6 months agoMITView on GitHub
Run before any Godot scaffolding, scene creation, component generation, or genre-pack invocation (soft-gated — opt-out via `/skip-design`). Turns a game idea into an approved Game Design Document (GDD) through a structured one-question-at-a-time dialogue tailored to game development (genre, platform, scope, core loop, art / audio direction). Hands off to `writing-game-plan` for the implementation plan.
In this repository33 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- bootstrap-godot-projectSkill
- codebase-surveySkill
- create-autoloadSkill
- create-componentSkill
- create-resourceSkill
- create-sceneSkill
- create-state-machineSkill
- export-configSkill
- feature-planSkill
- feature-specSkill
- gdd-writerSkill
- genre-pack-3d-actionSkill
- genre-pack-platformerSkill
- genre-pack-topdownSkill
- genre-pack-turnbasedSkill
- godot-patternsSkill
- gut-test-writerSkill
- networking-foundationSkill
- performance-auditSkill
- save-schema-migrationSkill
- setup-collision-layersSkill
- setup-git-godotSkill
- setup-input-mapSkill
- setup-localizationSkill
- setup-save-systemSkill
- sfx-generatorSkill
- shader-writerSkill
- subagent-dev-modeSkill
- ui-patterns-godotSkill
- update-docsSkill
- using-godot-superpowersSkill
- writing-game-planSkill
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 3 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 23
Always-allowed without gate: read-only skills (godot-patterns, performance-audit), maintenance skills (update-docs, gut-test-writer), and …
- Distinctive: line 28
Create a task per item. Complete in order:
- Distinctive: line 62
Ask one question per message.
- Distinctive: line 128
After saving the GDD, re-read it and check:
- Very specific: line 143
Brainstorming terminates here: Do NOT invoke bootstrap-godot-project or any genre pack directly from this skill.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Game Brainstorming — design before code
Turn a vague idea into an approved GDD plus an approved implementation plan, through collaborative dialogue.
<SOFT-GATE>
**Default behavior**: before invoking any of the implementation skills below, complete the design pass (this skill → `gdd-writer` → `writing-game-plan`) and get explicit user approval on both artifacts. Skipping the gate is the single largest source of wasted work in game dev — feature creep, mismatched art, throw-away code, mechanics that don't serve the core loop.Implementation skills covered by the gate:
bootstrap-godot-projectcreate-scene,create-component,create-state-machine,create-resource,create-autoloadsetup-collision-layers,setup-input-map,setup-save-system,setup-localization,save-schema-migrationui-patterns-godot,networking-foundation,setup-git-godotgenre-pack-platformer,genre-pack-topdown,genre-pack-3d-action,genre-pack-turnbasedshader-writer,sfx-generator,export-config
Opt-out: the user may bypass the gate by saying /skip-design, skip design, no GDD, or any equivalent phrasing. When that happens, skip directly to implementation but warn ONCE: "Skipping design pass — flagging that scope creep, mismatched art, and throwaway code are the typical failure modes here. I'll proceed if you confirm." Wait for the confirmation, then proceed without further re-warning in this session.
Always-allowed without gate: read-only skills (godot-patterns, performance-audit), maintenance skills (update-docs, gut-test-writer), and analysis agents (code-reviewer, playtest-analyst, gdscript-migrator).
</SOFT-GATE>
Checklist
Create a task per item. Complete in order:
- Explore project context — list files, read
README.md/docs/if present, rungit log --oneline -20if it's a git repo. Detect whether this is greenfield (noproject.godot) or extending an existing project. - Confirm scope class — jam (≤72h), prototype (1–4 weeks), vertical slice (1–3 months), full game. Different scopes warrant different depth of brainstorm.
- Ask clarifying questions one at a time — see "Question playbook" below. Cover all relevant dimensions.
- Propose 2–3 design directions — with trade-offs. Recommend one. Ask user to pick.
- Present GDD outline section by section — get user approval after each section before moving on.
- Write the GDD — invoke
gdd-writerskill to save underdocs/design/<YYYY-MM-DD>-<slug>-gdd.md. - Spec self-review — re-read the saved GDD. Check for placeholders (
TBD,???), contradictions, ambiguity, scope creep beyond the agreed scope class. Fix inline. - User reviews the GDD file — ask user to read the saved file and confirm or request changes.
- Hand off to
writing-game-plan— that skill produces the implementation plan and applies its own user-approval gate. Brainstorming ends here.
Process flow
Greenfield or extending? ──► Scope class? ──► Q&A loop ──► 2–3 directions
│
◄── User approves ──── GDD section-by-section ─┘
│
▼
Write GDD (gdd-writer)
│
▼
Self-review + fix inline
│
▼
User approves saved file?
│ │
no │ │ yes
└─► revise ──┴─► writing-game-planQuestion playbook
Ask one question per message. Prefer multiple-choice options. Don't ask everything below — ask only what is unclear and load-bearing for design decisions.
Always ask
- Genre + reference titles: "Closest reference games (1–3 titles)? Any genre tag you'd put on the box?" — anchors the design in concrete examples.
- Target platform(s): Desktop / mobile / web / console / multiple? Forces renderer choice (Forward Plus / Mobile / Compatibility), input model, and export config decisions.
- Scope class: jam / prototype / vertical slice / full game. Caps everything downstream.
- Core loop in one sentence: "Player does X → gets Y → uses Y to do more X." If the user can't state it, the loop doesn't exist yet — that's the priority.
- Win / fail / progression structure: how does a session end, and what carries over?
Ask if relevant
- Perspective / camera: 2D side-scroll / 2D top-down / 2.5D / 3D third-person / 3D first-person / fixed camera.
- Player count: SP / local co-op / online co-op / online competitive. Networking changes architecture significantly — flag if user says "online."
- Combat: yes / no / what kind (melee, ranged, magic, mixed)? Drives Hurtbox/Hitbox layers and EventBus combat signals.
- Inventory / progression: items, abilities, stats, leveling, skill trees? Drives
create-resourcechoices. - Saves: required (story, long sessions) / optional (run-based) / none (arcade)? Drives
setup-save-systemuse. - Procedural vs hand-authored content: changes level workflow.
- Art direction: pixel art / 2D vector / hand-painted / low-poly 3D / stylized 3D / photoreal 3D. Drives texture filter, shader recipes, asset pipeline.
- Audio direction: chiptune / orchestral / ambient / licensed tracks / dialogue-heavy. Drives bus layout in
sfx-generator. - Languages shipping at launch: single / multi (which?). Drives
setup-localization. - Accessibility targets: colorblind, remappable input (always yes for keyboard+gamepad games), subtitles, scalable UI.
- Monetization: free / paid / F2P / DLC. Affects scope, telemetry, store requirements.
- Pillars (3 max): short phrases the team can use to say "no" to feature creep. Example: "tactile combat, every fight tells a story, no filler."
Decomposition trigger
If the user's idea contains ≥4 independent subsystems (e.g., "an MMO with crafting, housing, PvP arenas, and pet breeding"), STOP asking detail questions. Tell the user the scope is too large for one design pass. Propose decomposition into sub-projects, each with its own brainstorm → GDD → plan cycle. Get agreement on the first sub-project before proceeding.
Direction proposals
Once the questions converge, present 2–3 distinct directions before writing the GDD. Format:
### Direction A: <one-line tagline>
**Pillars**: ...
**Core loop**: ...
**Risks**: <main risk 1>, <main risk 2>
**Why this fits**: ...
### Direction B: <one-line tagline>
... (same shape) ...
**Recommendation**: <A | B | C>, because <one paragraph>.Then ask: "Which direction (or hybrid) do you want me to flesh out?"
GDD outline (drives section-by-section approval)
Get explicit approval after each section before writing the next. Sections:
- One-pager — title, genre, pillars, target platforms, scope class, elevator pitch.
- Core loop — bullet steps, with the loop diagrammed if useful.
- Mechanics — list each, one paragraph each, marked
[CORE]or[STRETCH]. - Systems — saves, progression, inventory, combat, AI, etc. — only those that exist.
- Content scope — count of levels / enemies / items / cutscenes / characters at v1.0.
- Art + audio direction — palette / silhouette rules / reference images; bus layout sketch.
- UX — input scheme, accessibility, language list.
- Risks + open questions — what's still unknown, what could blow up the schedule.
- Out of scope — explicit list of "we are NOT doing X." The most important section: it gives every later "wouldn't it be cool if…" a clean refusal.
Mark assumptions as [HYPOTHESIS] (per gdd-writer convention) so they can be validated later.
Self-review checklist
After saving the GDD, re-read it and check:
- No
TBD/???/<placeholder>left - Pillars consistent across all sections
- Mechanics serve at least one pillar
- Scope class consistent — no
[CORE]items that obviously exceed it - Out-of-scope section is non-empty
- Every
[HYPOTHESIS]has a "validated by:" plan (playtest, prototype, research)
Fix inline before handing to the user for review.
Handoff to writing-game-plan
Once the user approves the saved GDD, invoke writing-game-plan and pass the GDD path. That skill produces an implementation plan with milestones mapped to the existing godot-superpowers skills, and applies its own user-approval gate before any code is written.
Brainstorming terminates here. Do NOT invoke bootstrap-godot-project or any genre pack directly from this skill.
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