game
Skill27 starsChanged 2 months agoMITView on GitHub
Game-specific design - the north star (one feeling, fully realized), the co-creation forks, and the reference library for feel, mechanics, onboarding, narrative, audio, genre playbooks and production quality. Load only when the thing is playable.
4 other projects use a version of this.
Adopted by
Most recently taken up by
- baney75/myelinatetheir own version, first seen Nov 8, 2026
- wubinKKK/private-ai-workbenchtheir own version, first seen Nov 8, 2026
- Codoop/codoop-flowcabintheir own version, first seen Aug 1, 2026
- muxammadmamajonov/dot-claudetheir own version, first seen Jul 6, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- baney75/myelinate★ 6same name
- wubinKKK/private-ai-workbench★ 4same name
- Codoop/codoop-flowcabin★ 0same name
- muxammadmamajonov/dot-claude★ 0same 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 repository15 other files it gives its agents.
- AGENTS.mdAGENTS.md
- craftSkill
- game-architectureSkill
- game-audioSkill
- game-axiomsSkill
- game-feelSkill
- game-mechanicsSkill
- game-narrativeSkill
- game-onboardingSkill
- game-playbooksSkill
- game-qualitySkill
- objectSkill
- skillsSkill
- threeSkill
- worldSkill
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 4 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
4
Distinctive
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
- Distinctive: line 67
Use it. This is the spine:
- Distinctive: line 76
Look at every build: Don't ship a frame you haven't seen.
- Very specific: line 89
Name the feeling, and offer a few: Do fantasy-test.md: a feeling worth being obsessive about + a core verb that *embodies* it + one …
- Distinctive: line 93
Don't silently commit to one.
- Distinctive: line 101
Keep it loose. The point is to *decide the soul* before geometry, so the build has something to aim at.
- Very specific: line 180
If the game maps to a known genre, the matching designing-<genre>.md gives that genre's conventions, the decisions that define it, and the …
“Common” is measured: kept by at least 6 in 10 of the 3 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/ — designing something playable
One north star, two channels. Everything else is your judgment.
We are not trying to make "a game." We are trying to make a work — something that touches the person playing it. A work is what happens when you get obsessed with one specific feeling and chase it to the bone. So the north star is:
A specific feeling, fully realized.
Name the feeling in a phrase ("the last twenty metres, with eleven seconds of
fuel and the shadow of your own craft coming up to meet you" — that is what a
brief field should read like), then make the core verb
BE that feeling, not a generic verb with the feeling painted on. That is the
difference between a work and a tech demo. Start at
fantasy-test.md — it's where most AI games die.
The feeling reaches the player through two channels — both required, neither is the goal by itself:
- It looks alive — a world with mood, characters with personality, light that means something. The aliveness bar: characterful models (~60 mesh pieces, not 5 spheres), hand-picked palette, fog/light/particles that breathe.
- It plays well — a core verb that feels good on its own and embodies the feeling, plus a decision worth making every few seconds.
Form is a friend here: pure code, a few hundred lines, one screen-ish of world. Like the GameBoy's 4 colors, that constraint forces a style. Aim at the sweet spot it's great at — short arc, one deep mechanic, strong specific mood, a few narrative beats that land — not at "a big game" that thins into nothing. 560 lines is enough to land a feeling in twenty seconds.
There is no checklist to pass, no audit gate, no required pipeline. The docs below are reference you reach for when stuck, not a process you march through. Trust your taste; if a rule here would make the game worse, ignore it.
Stop and co-create at three forks
You drive. But at three high-leverage forks — exactly the calls a model fakes
confidently and gets subtly wrong — stop and bring the human's taste in (see
workflow.md):
- The feeling (before any code): offer a few seeds, let the human pick the one with a pulse. Just ask, in whatever way your harness asks things.
- The look (once the verb is proven fun): lock art direction together —
ask the human for reference frames, then close the gap to them with
capture. Seeworkflow.mdFork 2. - The ending (before "done"): show the last 10 seconds, ask if the feeling landed.
Past mistake this replaces: a 21-step workflow + a regex "audit" that scored docs on whether they contained the right buzzwords. Games optimized to pass the audit and came out as soulless skeletons (qbert, galaga, …). The audit is gone. Your eyes are the audit now.
The loop that actually produces quality
Makone's superpower is that you can see your own render (node harness/capture.mjs <world>).
Use it. This is the spine:
name the feeling → build a vertical slice → CAPTURE & LOOK
↑ │
└──── doesn't feel like the feeling / boring ──┘
(fix the worst thing, capture again)- Look at every build. Don't ship a frame you haven't seen. Most of the dontstarve gap is just nobody looked and fixed the ugly.
- Ask "does this feel like the feeling?" first, then fix the worst thing. Flat lighting? Grey materials? Character reads as a blob? Static/dead world? Off-tone for the feeling? Pick the worst, fix it, look again. Iterate until it looks alive, plays well, AND feels like the feeling.
- Visuals and gameplay are co-equal, both in service of the feeling. Do NOT save all the art for last. A grey box that plays fine is as much a failure here as a gorgeous static diorama — and a polished game that isn't about anything is the failure this repo keeps hitting.
Before you build: find the feeling (minutes, not gates)
- Name the feeling, and offer a few. Do
fantasy-test.md: a feeling worth being obsessive about + a core verb that embodies it + one arresting frame. For a fresh game, sketch 3–5 seeds and let the human pick (Fork 1). Don't silently commit to one. Write a one-paragraph bible for the chosen seed (a creative prompt, not a form):
- The feeling — one phrase, and why the core verb is that feeling.
- Who is the hero, in one vivid sentence? (personality, not a shape)
- Where — mood, palette, time of day, weather, all serving the feeling.
- The ending beat — what the player feels in the last 10 seconds.
Keep it loose. The point is to decide the soul before geometry, so the build has something to aim at.
- Pin the look to real frames — AFTER the verb is proven, not before (Fork 2).
The trap is leading with concept art: pretty frames make you build a diorama
and skip proving the game is fun. So first build a playable slice and confirm
the verb carries the feeling. Then ask the human for two or three
reference frames — a screenshot of a game with the right mood, a photo, a
painting. Ask for them explicitly; humans rarely think to volunteer them, and
a pasted screenshot corrects a wrong art direction faster than any number of
words. Those frames are your visual target:
node harness/capture.mjs <world>, put your shot next to theirs, name the biggest gap, close it, repeat. Skip for throwaway prototypes.
Then build the slice, prove the verb, lock the look, capture, close the gap, subtract, land the ending.
Reference library (open when stuck, don't read front-to-back)
Two layers. The encyclopedia answers WHY/HOW (universal craft); the playbooks answer WHAT (one genre's conventions + landmines). Pull the one page that solves the problem in front of you — citing all of it before designing is what bloated past attempts.
Most useful when the render looks dead
Visual craft is not game-specific — it lives in skills/craft/.
The pages that pay off fastest on a game:
narrative-light.md— light is the strongest mood toolcolor-grammar.md— hand-pick a palette, kill default greysilhouette.md— readable character shapespalette-families.mdrender-recipes.md— render setup by camera typelighting-budget.md— dynamic light vs emissive vs bakedanimation.md— make things move alive (idle sway, squash, follow-through)particle-psychology.md
Most useful when it plays boring
axioms/core-loop.md— the core verb must be fun alonemechanics/interesting-decisions.md— a real trade-off every few secondsmechanics/second-order.md— simple rules → emergent depthfeel/juicing.md— stack feedback channels for crunchaxioms/feedback-latency.mdmechanics/difficulty-arc.mdonboarding/first-30s.md
Full index
Three pages sit at this level, in the order you'd hit them:
| page | what it is | open it when |
fantasy-test.md | Step 0 — find a feeling worth being obsessive about, and the verb that IS it | before any code, on every new game |
workflow.md | the whole arc: feeling → slice → capture → subtract → ending, and the three co-creation forks | you're building and want to know what comes next |
design-doc.md | the design-doc template — core decision, trade-offs, first 30s, what's excluded | writing <game>.design.md |
Everything else is a subdirectory with its own SKILL.md routing symptom →
page. Open that first; don't list a directory and guess from filenames.
| dir | what it covers | open it when |
axioms/ | the 7 non-negotiables of playability | it "works" but nobody wants a second run |
feel/ | juice, hitstop, coyote time, buffering, shake, telegraphing, camera | it's mushy, unfair, or flat to the hand |
mechanics/ | decisions, risk/reward, economy, rewards, difficulty, motivation | it's smooth and boring |
onboarding/ | first 30 seconds, progressive disclosure, tutorial types | new players are lost |
narrative/ | environmental storytelling | the world should imply what happened |
audio/ | sound as feedback, music tension curves | it looks right and feels cold |
architecture/ | composition, FSM, event bus, save systems | new features keep breaking old ones |
playbooks/ | 13 genre playbooks + a router | the game maps to a known genre |
quality/ | market reality, fun compiler, playtest protocol | pushing from "runs" to "good" |
../craft/ | all visual technique (not game-specific) | the render looks dead |
../three/ | three.js API + engine failure modes | "how do I do X in three.js" |
Genre playbooks (playbooks/)
If the game maps to a known genre, the matching designing-<genre>.md gives
that genre's conventions, the decisions that define it, and the landmines that
kill it. Read playbooks/genre-router.md to triage if the genre is
unclear. Use these to avoid known traps and narrow scope — not as templates
to fill in.
Classic sources
These skills distill: The Art of Game Design (Schell), Game Feel (Swink), A Theory of Fun (Koster), Rules of Play (Salen & Zimmerman), Game Programming Patterns (Nystrom), The Design of Everyday Things (Norman), The Illusion of Life (Thomas & Johnston), Color and Light (Gurney), Real-Time Rendering, plus GDC talks (Meier "Interesting Decisions", Nijman "Art of Screenshake", Brown's Game Maker's Toolkit) and the psychology of flow (Csikszentmihalyi), self-determination (Deci & Ryan), and reward schedules (Skinner). Each doc cites its sources at the foot.
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