scoping
Skill0 starsChanged 9 months agoMITView on GitHub
MLP scoping and tracer bullet planning for games. Use when scoping a game idea, prioritizing game features, defining vertical slices, creating a game MLP, or breaking down a game concept into buildable phases. Covers core loop identification, MoSCoW prioritization, scope management, feature cutting.
4 other projects use a version of this.
Adopted by
Most recently taken up by
- NashEQify/forgetheir own version, first seen Oct 25, 2026
- augments-labs/sdlc-skillstheir own version, first seen Aug 8, 2026
- Yeseh/software-factory-demotheir own version, first seen Jun 19, 2026
- ShurikenTrade/shuriken-skillstheir own version, first seen Apr 23, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- ShurikenTrade/shuriken-skills★ 90same name
- NashEQify/forge★ 2same name
- augments-labs/sdlc-skills★ 1same name
- Yeseh/software-factory-demo★ 1same name
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.
In this repository14 other files it gives its agents.
- AGENTS.mdAGENTS.md
- antipatternsSkill
- architecture-auditSkill
- ascii-wireframingSkill
- content-planningSkill
- design-frameworksSkill
- difficulty-designSkill
- economy-designSkill
- implementationSkill
- mechanics-paletteSkill
- plan-auditSkill
- playtestingSkill
- scenario-walkthroughSkill
- simulation-guideSkill
The file
We split this skill into the rules it gives an agent
1 rule. 0 are common, 1 is distinctive, and 0 are very specific to this project.
0
Common
Most of the 4 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 86
Rule: Don't advance to the next phase until the current phase's goal is met.
“Common” is measured: kept by at least 6 in 10 of the 4 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 Scoping & MLP Planning
Scope game ideas into buildable plans. Get to playable fast, iterate from there.
Quick Reference
MLP vs MVP
| MVP (Software) | MLP (Games) | |
| Goal | Validate market fit | Validate fun |
| Success metric | Users complete task | Players choose to keep playing |
| Core question | "Does it work?" | "Is it fun?" |
| Minimum bar | Functional | Enjoyable |
| What to cut | Non-essential features | Anything not serving the core loop |
Key insight: An MVP that works but isn't fun is a failed game. An MLP that's fun but limited is a successful foundation.
Core Loop Identification
The core loop is what the player does every 30-60 seconds. Everything else is secondary.
One-sentence test: "The player [VERB]s [OBJECT] to [REWARD], which lets them [REINVEST]."
| Genre | Example Core Loop |
| Platformer | Jump through obstacles → reach checkpoint → unlock new area |
| Roguelike | Enter room → fight enemies → collect upgrades → go deeper |
| Puzzle | Observe pattern → manipulate pieces → solve → get harder puzzle |
| Tower Defense | Analyze wave → place towers → survive → earn currency → upgrade |
| Farming Sim | Plant crops → tend/wait → harvest → sell → buy better seeds |
| Card Game | Draw cards → play combinations → resolve effects → draw again |
Core Loop Validation Checklist
- Can be stated in one sentence
- Involves player agency (not watching)
- Has a clear reinvestment path (reward feeds back into action)
- Is inherently repeatable without getting stale in first 10 minutes
- Can be prototyped with programmer art
- Is fun with zero content (no levels, no story, no progression)
MLP Scoping Process
The 3-Feature Rule
Your MLP gets three features beyond the core loop. Choose wisely.
Process:
- Define the core loop (non-negotiable, not counted as a feature)
- List every feature you want
- For each feature, ask: "Does this make the core loop more fun?"
- Rank by impact on core loop fun
- Take the top 3
Why 3? More than 3 features for an MLP means you're building content, not validating fun. If your core loop needs more than 3 supporting features to be fun, your core loop is too weak.
Feature Impact Assessment
| Impact Level | Description | Example (Roguelike) |
| Core | Loop doesn't work without it | Combat system |
| Amplifier | Makes core loop significantly more fun | Upgrade selection between rooms |
| Enhancer | Adds variety/polish | Different enemy types |
| Content | More of the same | Additional levels |
| Cosmetic | Visual/audio polish | Particle effects |
MLP includes: Core + up to 3 Amplifiers. Everything else waits.
Post-MLP Iteration Phases
| Phase | Focus | Duration Target |
| MLP | Core loop + 3 features | Build as fast as possible |
| Fun Polish | Juice, game feel, feedback | Until core loop feels good |
| Content Alpha | Variety (enemies, levels, items) | Until 15-30 min play session |
| Systems | Progression, meta-game, saves | Until players want to return |
| Content Beta | Full content pipeline | Until target play length |
| Polish | UI, audio, accessibility | Until shippable |
Rule: Don't advance to the next phase until the current phase's goal is met. Especially don't skip Fun Polish.
Checklists
Before Scoping
- Core loop defined in one sentence
- Core loop validated with checklist above
- Genre identified (affects scope expectations)
- Target play session length defined (5 min? 30 min? 2 hours?)
- Platform/input constraints known (keyboard? controller? touch?)
- Solo dev or team? (drastically affects achievable scope)
- Economy complexity level identified (none / single resource / dual currency / full economy)
(see economy-design)
Scope Review
- MLP has ≤3 features beyond core loop
- 30% rule applied (original scope reduced)
- Every feature passes the cutting heuristics test
- Tracer bullet target defined (first thing to build)
- No features that require "new systems" to support
- No content-heavy items in MLP (those come later)
- Scope fits target timeline (be honest)
- Playtest plan: who will test, when, what you're testing for
(see playtesting → Playtest Planning Checklist) - MLP scenario walkthrough written
(see scenario-walkthrough)
Tracer Bullet Methodology
A tracer bullet proves your game works end-to-end through all 5 layers:
┌─────────────────────────────────────┐
│ Layer 1: INPUT │
│ Player presses button / clicks │
├─────────────────────────────────────┤
│ Layer 2: CORE MECHANIC │
│ Game responds (jump, card play) │
├─────────────────────────────────────┤
│ Layer 3: GAME STATE │
│ World updates (HP, position) │
├─────────────────────────────────────┤
│ Layer 4: FEEDBACK │
│ Player sees/hears result │
├─────────────────────────────────────┤
│ Layer 5: OUTPUT / CONSEQUENCE │
│ Game state creates new situation │
└─────────────────────────────────────┘Rule: First build touches all 5 layers for ONE action. Don't build Layer 1 for all actions before starting Layer 2.
| Genre | Tracer Bullet |
| Platformer | Run, jump on one platform, fall, respawn |
| Roguelike | Enter room, fight enemy, pick up item |
| Puzzle | Manipulate element, solve puzzle |
| Tower Defense | Place tower, enemy walks path |
| Card Game | Draw hand, play card, see effect |
A tracer bullet is NOT: a polished demo, feature-complete, balanced, or content-rich.
Genre-Specific Scoping Tips
| Genre | MLP Must Have | Common Over-Scope | Hidden Complexity |
| Platformer | Run, jump, platforms, one hazard, one level | Wall jump, double jump, dash, multiple worlds | Jump feel (coyote time, buffering, variable height) |
| Roguelike | One floor, one enemy type, one item, permadeath | Meta-progression, 10+ enemies, proc-gen | Proc-gen that feels good is a project itself |
| Puzzle | One mechanic, 5-10 handcrafted puzzles, clear win state | Proc-gen puzzles, hint system, multiple mechanics | Difficulty curves require extensive playtesting |
| Tower Defense | One path, one tower type, waves, win/lose | Tech trees, multiple maps, hero units | Tower cost vs enemy HP balance is iterative |
Deep Dives
(see scoping/vertical-slices.md for Vertical Slice Decomposition: best practices, antipatterns, SPIDR technique, 5-beat slicing)(see scoping/prioritization.md for MoSCoW Prioritization, 30% Rule, cutting heuristics, scope creep signals)
See Also
- design-frameworks — MDA, core loop theory, player motivation (the "why" behind scoping decisions)
(see design-frameworks → MDA Framework) - antipatterns — Common planning mistakes to avoid during scoping
(see antipatterns/catalog.md → Scope Anti-Patterns) - economy-design — Plan resource systems and balance before building
(see economy-design) - playtesting — Structure your playtest plan and iteration methodology
(see playtesting → Playtest Planning Checklist) - scenario-walkthrough — Narrate the player experience before implementation
(see scenario-walkthrough → The 5-Beat Structure) - difficulty-design — Difficulty modes as a scope decision, accessibility planning costs
(see difficulty-design) - content-planning — Content scope estimation, world structure decisions, procedural vs handcrafted
(see content-planning) - mechanics-palette — Browse mechanics during brainstorming before scoping to MLP
(see mechanics-palette)
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