ever-works/orgs/game-design-doc

Claude Code and agent skill by ever-works/orgs

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Use when a game concept, new mechanic, or major feature needs to be specified before production — turns a pitch into a scoped, testable design document that engineering, level design, and art can build against.

Install

npx vskill@latest install ever-works/orgs/game-design-doc

SKILL.md

Game Design Document

Produce a document another agent can build from without asking you what you meant. Length target: 1-3 pages for a jam-scale game, more only if the scope genuinely demands it.

Steps

  1. Pitch line. One sentence: player fantasy + core verb + twist ("a ghost janitor who cleans haunted rooms by possessing the mess"). If you can't write it, the concept isn't ready — stop and clarify with the requester.
  2. Core loop. Describe the 30-90 second cycle the player repeats: action, feedback, reward, escalation. Draw it as a numbered cycle. Name explicitly what makes iteration N+1 different from iteration N.
  3. Player verbs. List every action the player can take (move, dash, possess, buy). More than 6 verbs at v1 scope is a red flag — cut or merge.
  4. Mechanic specs. For each mechanic: trigger, effect, numbers (speed, duration, cooldown, cost, damage), edge cases, and how the player learns it. Write real numbers even if provisional; mark provisional ones with (t) for tunable.
  5. Win/lose/end states. What ends a run, a level, the game. What persists between runs.
  6. Scope tiers. Three lists: Core (game doesn't exist without it), Target (what v1 ships with), Dream (explicitly not now). Every feature named in the doc must appear in exactly one tier.
  7. Fun hypothesis. One paragraph: what feeling the game delivers, and 2-3 observable playtest signals that would confirm it ("players retry immediately after death without being prompted").
  8. Needs from other teams. Bullet list of implied asset families (art), audio moments (sound), and technical risks (engineering) so leads can start batching early.

Quality bar

  • Every mechanic has numbers; every number is either final or marked (t).
  • A reader can answer "what do I do, moment to moment?" from the loop section alone.
  • The Core tier fits in a jam weekend; if it doesn't, re-cut before publishing.
  • No orphan features: nothing appears in a spec section without a scope tier, and nothing sits in a tier without a spec.
  • Updated same-day whenever the built game intentionally diverges — a doc that lies is worse than no doc.

Output format

Markdown document titled with the game/feature name, sections in the order above, changelog line at the bottom on every revision (what changed, why, which playtest finding drove it if any).

Security

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