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smileynetsmileynet/game-spice/skills/scoping/SKILL.md

scoping

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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.

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    Rule: Don't advance to the next phase until the current phase's goal is met.

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SKILL.md

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)
GoalValidate market fitValidate fun
Success metricUsers complete taskPlayers choose to keep playing
Core question"Does it work?""Is it fun?"
Minimum barFunctionalEnjoyable
What to cutNon-essential featuresAnything 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]."

GenreExample Core Loop
PlatformerJump through obstacles → reach checkpoint → unlock new area
RoguelikeEnter room → fight enemies → collect upgrades → go deeper
PuzzleObserve pattern → manipulate pieces → solve → get harder puzzle
Tower DefenseAnalyze wave → place towers → survive → earn currency → upgrade
Farming SimPlant crops → tend/wait → harvest → sell → buy better seeds
Card GameDraw 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:

  1. Define the core loop (non-negotiable, not counted as a feature)
  2. List every feature you want
  3. For each feature, ask: "Does this make the core loop more fun?"
  4. Rank by impact on core loop fun
  5. 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 LevelDescriptionExample (Roguelike)
CoreLoop doesn't work without itCombat system
AmplifierMakes core loop significantly more funUpgrade selection between rooms
EnhancerAdds variety/polishDifferent enemy types
ContentMore of the sameAdditional levels
CosmeticVisual/audio polishParticle effects

MLP includes: Core + up to 3 Amplifiers. Everything else waits.

Post-MLP Iteration Phases

PhaseFocusDuration Target
MLPCore loop + 3 featuresBuild as fast as possible
Fun PolishJuice, game feel, feedbackUntil core loop feels good
Content AlphaVariety (enemies, levels, items)Until 15-30 min play session
SystemsProgression, meta-game, savesUntil players want to return
Content BetaFull content pipelineUntil target play length
PolishUI, audio, accessibilityUntil 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.

GenreTracer Bullet
PlatformerRun, jump on one platform, fall, respawn
RoguelikeEnter room, fight enemy, pick up item
PuzzleManipulate element, solve puzzle
Tower DefensePlace tower, enemy walks path
Card GameDraw hand, play card, see effect

A tracer bullet is NOT: a polished demo, feature-complete, balanced, or content-rich.

Genre-Specific Scoping Tips

GenreMLP Must HaveCommon Over-ScopeHidden Complexity
PlatformerRun, jump, platforms, one hazard, one levelWall jump, double jump, dash, multiple worldsJump feel (coyote time, buffering, variable height)
RoguelikeOne floor, one enemy type, one item, permadeathMeta-progression, 10+ enemies, proc-genProc-gen that feels good is a project itself
PuzzleOne mechanic, 5-10 handcrafted puzzles, clear win stateProc-gen puzzles, hint system, multiple mechanicsDifficulty curves require extensive playtesting
Tower DefenseOne path, one tower type, waves, win/loseTech trees, multiple maps, hero unitsTower 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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