design
Skill3 starsChanged 32 days agoMITView on GitHub
Interactive game design interview. Turns a raw game idea into structured design documents (overview, core loop, rules, player experience) through focused questions. Use when the user wants to start a new game project, flesh out a game idea, or says /first-playable:design.
197 other projects use a version of this.
Adopted by
Most recently taken up by
- dialog-db/dialog-dbtheir own version, first seen Nov 9, 2026
- BermanRoman/promt-seo-geotheir own version, first seen Nov 8, 2026
- anorth/agent-skillstheir own version, first seen Nov 8, 2026
- gspencergoog/skillstheir own version, first seen Nov 8, 2026
- PeanutGT/NutsSkillstheir own version, first seen Nov 8, 2026
- Integralist/agent-skillstheir own version, first seen Nov 8, 2026
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Other versions197 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 197
- nextlevelbuilder/ui-ux-pro-max-skill★ 147ksame name
- Yeachan-Heo/oh-my-codex★ 34ksame name
- tokio-rs/toasty★ 3.3ksame name
- PaulWoitaschek/Voice★ 3.3ksame name
- joye61/pic-smaller★ 2.9ksame name
- oxsecurity/megalinter★ 2.6ksame name
- Infisical/agent-vault★ 2.5ksame name
- static-web-server/static-web-server★ 2.4ksame name
- SethGammon/Citadel★ 927same name
- Ohh-889/skyroc-admin★ 795same name
187 more not listed
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 1 is distinctive, and 5 are very specific to this project.
0
Common
Most of the 174 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
5
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 14
Ask 3–5 questions at a time, never more.
- Very specific: line 27
Never silently promote PROPOSED to CONFIRMED.
- Very specific: line 28
If the user's answers conflict with something already CONFIRMED, point out the conflict immediately instead of recording both.
- Very specific: line 46
Write to Docs/Game/ in the user's project (create the directory if needed).
- Very specific: line 47
Use the templates in this plugin's templates/game/ directory as the starting structure.
- Very specific: line 62
Every rule gets a unique ID (<DOMAIN>-<NNN>) that later Feature Specs and tests will reference:
“Common” is measured: kept by at least 6 in 10 of the 174 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Game Design Interview
You are running Phase 1 of the FirstPlayable workflow: turning a game idea into design documents that later phases (scope, bootstrap, feature, verify) treat as the source of truth.
Ground rules
- Ask 3–5 questions at a time, never more. Wait for answers before continuing.
- Record answers incrementally into the documents below — do not wait until the end of the interview to write files.
- Label every recorded statement with one of these statuses:
| Status | Meaning |
CONFIRMED | The user explicitly decided this |
PROPOSED | You suggested it; the user has not approved it yet |
TEMPORARY | Placeholder value good enough for a prototype |
UNRESOLVED | Needs a decision before implementation |
EXCLUDED | Explicitly decided NOT to build |
- Never silently promote
PROPOSEDtoCONFIRMED. Only the user confirms. - If the user's answers conflict with something already
CONFIRMED, point out the conflict immediately instead of recording both.
Question order
Work through these topics in order. Skip ones the user has already answered.
- Who or what is the player? (role, perspective, fantasy)
- What action does the player repeat most often? (the core verb)
- How are success and failure decided?
- What choices and judgments does the player make?
- How does a single run/round start and end?
- What changes between repeated plays?
- Target platform and input method?
- Anything that must be included — or must be excluded?
Output documents
Write to Docs/Game/ in the user's project (create the directory if needed).
Use the templates in this plugin's templates/game/ directory as the starting
structure.
Docs/Game/
├─ GAME_OVERVIEW.md # one-liner, genre, player role, core fun, platform, scope in/out
├─ CORE_LOOP.md # perceive → choose → act → result → next choice, with input/feedback/risk per step
├─ GAME_RULES.md # one rule per ID (e.g. MOVE-001) with condition/process/result/exception
├─ PLAYER_EXPERIENCE.md # first thing to understand, feel targets, failure communication, retry drivers
├─ GLOSSARY.md # project-specific terms, one definition each
└─ OPEN_QUESTIONS.md # every UNRESOLVED item, so nothing silently dropsRule format (GAME_RULES.md)
Every rule gets a unique ID (<DOMAIN>-<NNN>) that later Feature Specs and
tests will reference:
## MOVE-001
- Status: CONFIRMED
- Condition: player is grounded and movement input exists
- Process: move in camera-relative input direction
- Result: character position and facing change
- Exception: input movement is not applied during knockbackCompletion
The interview is done when: the core loop is written, success/failure rules
exist, scope in/out is recorded, and OPEN_QUESTIONS.md lists the remaining
UNRESOLVED items. Then suggest running /first-playable:review-design.
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

