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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.

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
  1. Very specific:

    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.

    line 19
  2. Very specific:

    If you modify a playbook's content, flag it (e.g.

    line 109

≈ “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.

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

playbooks/ — per-genre design

Use AFTER game/fantasy-test.md confirms a clear fantasy, BEFORE game/workflow.md Step 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:

  1. You know the genre. User says "tower defense" / "vampire-survivors-like" / "platformer". Read the matching designing-*.md directly.
  2. 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.

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

pageload it when the user says / means
genre-router.mdgenre unclear — triages by core loop, then routes to one below
roguelikes.mdrun-based, permadeath, procedural, meta-progression, "one more run" — Hades, Slay the Spire, Isaac, Dead Cells
survivors-likes.mdbullet heaven, auto-attack, dodge-don't-aim, swarm/horde — Vampire Survivors, Brotato. Most AI-amenable genre: tight scope, small content footprint
tower-defense.mdplace towers, wave / lane / creep defense — Bloons, Kingdom Rush, PvZ, Mindustry
platformers.md2D jump-and-run, precision platformer, metroidvania traversal — Celeste, Super Meat Boy, Pizza Tower
shmups.mdbullet hell, danmaku, STG, scrolling shooter, manual aim — Touhou, Ikaruga, Gradius
deckbuilders.mdbuild a deck across a run, card synergy, draft — Slay the Spire, Balatro, Inscryption. Not CCG/TCG
match-3.mdtile swap, cascades, limited moves, casual mobile puzzle — Candy Crush, Royal Match
incremental-games.mdidle, clicker, prestige, exponential growth, AFK — Cookie Clicker, Universal Paperclips
autobattlers.mddraft and position units, then watch them fight — TFT, Battlegrounds, Super Auto Pets
puzzle-games.mddiscrete logic puzzle with a deterministic solution — Sokoban, Baba Is You, picross, Snakebird
endless-runners.mdauto-run, swipe lanes, one-tap, infinite runner — Subway Surfers, Crossy Road, Alto's
coop-horror.mdco-op / proximity-chat / scavenge horror — Lethal Company, PEAK, Phasmophobia. Not a fit for our solo arcade focus
visual-novels.mdbranching 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

  1. Read it top-to-bottom once. ~200 lines, three minutes.
  2. 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.
  3. Use the MVP scaffold at the bottom of each playbook as a starting point.
  4. 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.

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