3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and
$ npx -y skills add rondorkerin/gamestack --skill permadeath-and-lethality --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/permadeath-and-lethalityContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and
name: permadeath-and-lethality description: Use when designing high-lethality / permadeath / single-save combat and the systems around it — making death fair and readable, mitigating the cost of failure without removing stakes (short runs, opt-in difficulty, deterministic anti-save-scum), meta-progression and diegetically-integrated death (roguelike vs. roguelite), and the hard open problem of single-save permadeath in a long-form open world. Also use to diagnose deaths that feel unfair, a game churning players at the first big loss, or grind-to-win meta-progression. Triggers on "permadeath", "single-save", "high-lethality", "roguelike", "roguelite", "meta-progression", "save-scumming", "Ironman", "God Mode", "fairness", "telegraphing", "death is progress", "succession", "heir", "Hardcore mode".
How to make death *create* stakes instead of frustration: a hand-authored fairness/readability backbone first, mitigations that cut the cost of failure without removing stakes, meta-progression that makes failure progress, and an honest treatment of the genuinely-unsolved case — single-save permadeath over a long-form open world.
This skill owns **failure, lethality, and persistence-across-death.** Adjacent concerns live in siblings:
**Source & epistemic status.** Distilled from a deep-research synthesis (Sid Meier on interesting decisions; Spelunky/Derek Yu on fairness; Kasavin on Hades; XCOM RNG determinism; the Berlin Interpretation; Kahneman & Tversky loss aversion; Crusader Kings / Dwarf Fortress / Rogue Legacy / NetHack for succession). **Areas 1–3 rest on shipped short-run games. Area 4 — single-save + long-form open world — is genuinely under-explored; every Area-4 rule is an *extrapolation from adjacent genres and must be playtested.*** The two **⚠️ HEAVY FLAGS** from the source are preserved verbatim in `GUIDE.md §4`.
> **Lethality without fairness is a random-death generator — the single worst outcome for a permadeath game.** Permadeath only converts decisions into stakes if every death is the player's fault, telegraphed, and readable. So author a hand-authored **fairness/readability backbone** (telegraph budgets, guaranteed escape/counter-options, lighting/LoS minimums, hazard ceilings, an automated survivability check) *before* generating any content — and in a long-form single-save game, where one unfair death can cost the whole run, make it *stricter*, not looser.
Start with `GUIDE.md`, then apply `CHECKLIST.md`.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
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