game-playbooks
Skill27 starsChanged 2 months agoMITView on GitHub
Per-genre design playbooks - conventions, the decisions that define a genre, the death traps that kill it, and reference games. Load one AFTER the fantasy is clear and BEFORE the design doc, or load the router when the genre is unclear.
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-qualitySkill
- gameSkill
- objectSkill
- skillsSkill
- threeSkill
- worldSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
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
- Very specific: line 19
You DON'T know the genre: Read genre-router.md first — it asks "what does the player DO every 5–30 seconds?" and routes to one of the 13.
- Very specific: line 109
If you modify a playbook's content, flag it (e.g.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
playbooks/ — per-genre design
Use AFTER
game/fantasy-test.mdconfirms a clear fantasy, BEFOREgame/workflow.mdStep 1. The playbook fills in the genre-specific knowledge (death traps, required screens, the 5 decisions, reference games + their canonical mechanism) so your design doc isn't generic.
When to use this layer
Two entry conditions, either is sufficient:
- You know the genre. User says "tower defense" / "vampire-survivors-like" /
"platformer". Read the matching
designing-*.mddirectly. - You DON'T know the genre. Read
genre-router.mdfirst — it asks "what does the player DO every 5–30 seconds?" and routes to one of the 13.
Where this slots into the workflow
Step 0 — Fantasy test (skills/game/fantasy-test.md)
│ pass 5/5
▼
Step 0.5 — Genre lock (this layer)
│ produces: genre name + the 5 decisions answered + death-trap awareness
▼
Step 1-6 — Forcing-function workflow (skills/game/workflow.md)
│ produces: design doc, MVP
▼
Implementation (worlds/<name>/ + docs/principles.md)The genre playbook is input to the design doc — its "5 decisions" become your design doc's "core decision", "trade-off matrix", and "what this game does NOT include" sections.
The 13 playbooks
| page | load it when the user says / means |
genre-router.md | genre unclear — triages by core loop, then routes to one below |
roguelikes.md | run-based, permadeath, procedural, meta-progression, "one more run" — Hades, Slay the Spire, Isaac, Dead Cells |
survivors-likes.md | bullet heaven, auto-attack, dodge-don't-aim, swarm/horde — Vampire Survivors, Brotato. Most AI-amenable genre: tight scope, small content footprint |
tower-defense.md | place towers, wave / lane / creep defense — Bloons, Kingdom Rush, PvZ, Mindustry |
platformers.md | 2D jump-and-run, precision platformer, metroidvania traversal — Celeste, Super Meat Boy, Pizza Tower |
shmups.md | bullet hell, danmaku, STG, scrolling shooter, manual aim — Touhou, Ikaruga, Gradius |
deckbuilders.md | build a deck across a run, card synergy, draft — Slay the Spire, Balatro, Inscryption. Not CCG/TCG |
match-3.md | tile swap, cascades, limited moves, casual mobile puzzle — Candy Crush, Royal Match |
incremental-games.md | idle, clicker, prestige, exponential growth, AFK — Cookie Clicker, Universal Paperclips |
autobattlers.md | draft and position units, then watch them fight — TFT, Battlegrounds, Super Auto Pets |
puzzle-games.md | discrete logic puzzle with a deterministic solution — Sokoban, Baba Is You, picross, Snakebird |
endless-runners.md | auto-run, swipe lanes, one-tap, infinite runner — Subway Surfers, Crossy Road, Alto's |
coop-horror.md | co-op / proximity-chat / scavenge horror — Lethal Company, PEAK, Phasmophobia. Not a fit for our solo arcade focus |
visual-novels.md | branching narrative + sprites, dating sim, interactive fiction — DDLC, Ace Attorney. Not a fit for our 3D arcade focus |
The four that fit this repo best: survivors / tower-defense / platformers /
endless-runners (plus puzzle for cozy stuff). No world in worlds/ is one of
these yet — the games that exist predate this layer, so there is no local
example to copy. Read the playbook, not a sibling world.
How playbooks compose with the rest of game/
The playbook says WHAT the genre's conventions are. The rest of game/ says
WHY they work and HOW to engineer them.
| Genre playbook says... | The axiom says... |
| "Survivors-likes: the pick-screen pause is the entire emotional payload" | game/axioms/meaningful-choice.md — choices need real trade-offs |
| "TD: enemy waves must be readable before they arrive" | game/feel/telegraphing.md — visible windups |
| "Platformer: 4 frames of coyote-time changes feel from unfair to competent" | game/feel/coyote-time.md — the exact pattern |
| "Survivors: weapon-evolution pairs are the genre signature" | game/mechanics/second-order.md — emergent combos |
Cross-reference both directions. A playbook saying "needs telegraphing" is
your cue to open game/feel/telegraphing.md for HOW; an axiom you're about to
apply is worth checking against the playbook for whether this genre wants it.
How to use a playbook in practice
- Read it top-to-bottom once. ~200 lines, three minutes.
- Answer the "5 decisions" in your design doc's section 1. They map onto
game/design-doc.md: map structure → First 30s; death traps → "what this game does NOT include"; reference games → the 5-word pitch. - Use the MVP scaffold at the bottom of each playbook as a starting point.
- Cross-link the death traps to concrete
runtime/helpers — and extract a new helper only at rule-of-three.
What NOT to do
- Don't pick a genre to fit a playbook. Fantasy first, genre after.
- Don't blend genres for v0.1. "Survivors-like deckbuilder rogue-TD" is not a brief. Pick ONE primary loop.
- Don't skip the playbook because you "know how TD works". The death-traps section catches what you forget under time pressure.
- Don't translate them to Chinese. The English vocabulary is the standard design vocabulary; design docs communicate better in it.
Attribution
These playbooks originated from a separate game-design bundle, licensed CC-BY
4.0, and were copied here for tight integration with the Makone workflow. The
only modification so far is structural: each was a designing-<genre>/SKILL.md
directory and is now a single designing-<genre>.md, with its frontmatter
description folded into the routing table above. The prose is unchanged.
If you modify a playbook's content, flag it (e.g. a ## Modifications for
Makone section at the bottom) so the divergence from upstream stays visible.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
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.

