game-accessibility-spe…
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user wants to brainstorm game ideas, explore concepts, run structured ideation, or develop a new game concept from scratch. Triggers on: "game idea", "brainstorm", "concept", "ideation", "what if", "game concept", "pitch". Do NOT invoke for reviewing existing
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-brainstorm --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-brainstormContext preview
The summary Claude sees to decide when to auto-load this skill.
Invoke when the user wants to brainstorm game ideas, explore concepts, run structured ideation, or develop a new game concept from scratch. Triggers on: "game idea", "brainstorm", "concept", "ideation", "what if", "game concept", "pitch". Do NOT invoke for reviewing existing
name: "game-brainstorm" description: > Invoke when the user wants to brainstorm game ideas, explore concepts, run structured ideation, or develop a new game concept from scratch. Triggers on: "game idea", "brainstorm", "concept", "ideation", "what if", "game concept", "pitch". Do NOT invoke for reviewing existing designs (use game-design-review) or market analysis (use game-market-research). Part of the AlterLab GameForge collection. argument-hint: "[genre or theme, or 'open' for freeform]" effort: medium context: fork allowed-tools: Read, Glob, Grep, Write, AskUserQuestion version: 1.3.0
Most game ideas die not from lack of creativity but from lack of structure. A notebook of "what if" scribbles never becomes a shipped game without deliberate shaping. This workflow takes raw creative energy through seven phases of increasingly focused refinement, transforming vague excitement into a concrete, market-validated, scope-aware game concept a team can execute.
This is not a template you fill out in silence. It is an interactive process -- every phase involves direct questions to you, the designer. Your answers steer the direction. Early phases have no wrong answers. By the end, every answer defends itself against market reality, player psychology, and honest scope assessment.
The seven phases alternate between divergent thinking (expand possibilities) and convergent thinking (narrow to decisions). Skipping phases causes predictable failures: skip Discovery and you build something you do not care about. Skip Market Validation and you build something nobody will buy -- Baba Is You succeeded because Arvi Teikari validated that puzzle fans were starving for constraint-based innovation, not because he got lucky. Skip Core Loop Design and you have a concept that sounds cool but plays like nothing. Skip Scope and you announce a game you cannot finish.
Use this workflow when:
Problems this kills:
1. **Interactive, not generative.** Do NOT generate a game concept for the user. Guide them through discovering their own. Ask questions. Present frameworks. Let them fill in the substance. Your job is structure and provocation, not authorship.
2. **Emotions before features.** Phase 1 starts with feelings, not mechanics. "What experience do you want the player to have?" comes before "What buttons do they press?" Features are servants of experience, never the other way around.
3. **Constraints are creative fuel.** A solo dev with 3 months and a free engine is not limited -- they are focused. ConcernedApe built Stardew Valley alone. Toby Fox made Undertale with almost nothing. The best games in history were born from severe constraints.
4. **The 30-second loop is sacred.** If the core 30-second gameplay loop is not intrinsically fun without any progression, unlocks, story, or rewards layered on top, the concept is structurally flawed. Vampire Survivors proves this -- the 30-second loop of dodging and auto-attacking is hypnotic before a single upgrade enters the picture.
5. **No precious ideas.** Every concept generated in Phase 2 must survive scrutiny in Phases 3-7. If it cannot, discard it without sentimentality. Kill concepts in brainstorms, not after six months of development.
6. **Market awareness is not selling out.** Passion projects still need players. Outer Wilds was deeply personal AND found its audience because Mobius understood the "curious explorer" market existed. Validate that real humans want what you are building.
7. **Honest scope from the start.** If the concept requires 20 unique enemy types and the team has one artist working part-time, say so. Scope honesty is kindness to your future self.
8. **Reference the theory.** All frameworks referenced here (MDA, SDT, Bartle, Flow) are defined in `docs/game-design-theory.md`. Do not reinvent the definitions. Point there.
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**PHASE 1: Creative Discovery**
*Goal: Explore the emotional and experiential space before touching mechanics.*
This phase is entirely about excavating what genuinely excites the designer. Not what seems marketable. Not what is trending on Steam. What makes them lean forward in their chair.
**Exercise 1.1 -- The Excitement Inventory**
Ask these questions and listen carefully to what lights up:
DISCOVERY QUESTIONS (ask all, discuss responses) ------------------------------------------------- 1. What is the last game that made you lose track of time? Why? 2. What is a moment in any game that you still think about years later? 3. What emotion do you most want your player to feel? (wonder, tension, triumph, melancholy, mischief, mastery, connection, dread) 4. What non-game experience would you love to translate into gameplay? (a sport, a job, a relationship dynamic, a natural phenomenon) 5. If you could only keep ONE system from your favorite game, which system and why? 6. What is a game that almost got it right but fumbled? What would you fix?
Do not rush thro
🎮 34 production-grade Claude Code skills for indie game development — studio agents, workflow skills, engine specialists, genre packs, and CI validation. From concept to launch.
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user asks about art style, visual language, style guide, character design, environment art, UI art direction, asset pipeline, reference boards,…
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio…
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.…
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency,…