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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.

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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
  1. Distinctive:

    Use it. This is the spine:

    line 67
  2. Distinctive:

    Look at every build: Don't ship a frame you haven't seen.

    line 76
  3. Very specific:

    Name the feeling, and offer a few: Do fantasy-test.md: a feeling worth being obsessive about + a core verb that *embodies* it + one …

    line 89
  4. Distinctive:

    Don't silently commit to one.

    line 93
  5. Distinctive:

    Keep it loose. The point is to *decide the soul* before geometry, so the build has something to aim at.

    line 101
  6. Very specific:

    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 …

    line 180

“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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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:

  1. 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.
  2. 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):

  1. 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.
  2. 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. See workflow.md Fork 2.
  3. 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)

  1. 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.
  2. 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.

  3. 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 tool
  • color-grammar.md — hand-pick a palette, kill default grey
  • silhouette.md — readable character shapes
  • palette-families.md
  • render-recipes.md — render setup by camera type
  • lighting-budget.md — dynamic light vs emissive vs baked
  • animation.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 alone
  • mechanics/interesting-decisions.md — a real trade-off every few seconds
  • mechanics/second-order.md — simple rules → emergent depth
  • feel/juicing.md — stack feedback channels for crunch
  • axioms/feedback-latency.md
  • mechanics/difficulty-arc.md
  • onboarding/first-30s.md

Full index

Three pages sit at this level, in the order you'd hit them:

pagewhat it isopen it when
fantasy-test.mdStep 0 — find a feeling worth being obsessive about, and the verb that IS itbefore any code, on every new game
workflow.mdthe whole arc: feeling → slice → capture → subtract → ending, and the three co-creation forksyou're building and want to know what comes next
design-doc.mdthe design-doc template — core decision, trade-offs, first 30s, what's excludedwriting <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.

dirwhat it coversopen it when
axioms/the 7 non-negotiables of playabilityit "works" but nobody wants a second run
feel/juice, hitstop, coyote time, buffering, shake, telegraphing, camerait's mushy, unfair, or flat to the hand
mechanics/decisions, risk/reward, economy, rewards, difficulty, motivationit's smooth and boring
onboarding/first 30 seconds, progressive disclosure, tutorial typesnew players are lost
narrative/environmental storytellingthe world should imply what happened
audio/sound as feedback, music tension curvesit looks right and feels cold
architecture/composition, FSM, event bus, save systemsnew features keep breaking old ones
playbooks/13 genre playbooks + a routerthe game maps to a known genre
quality/market reality, fun compiler, playtest protocolpushing 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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