gat-brainstorm
Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only.
Review, critique, compare, improve, or stress-test an existing game concept, GDD, mechanic, puzzle, economy, level, theme, emotional arc, interface, narrative, social feature, prototype, pitch, or playtest result. Use when the user asks what is weak, risky, unclear, unbalanced,
$ npx -y skills add Yuki001/game-dev-skills --skill game-design-review --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-design-reviewContext preview
The summary Claude sees to decide when to auto-load this skill.
Review, critique, compare, improve, or stress-test an existing game concept, GDD, mechanic, puzzle, economy, level, theme, emotional arc, interface, narrative, social feature, prototype, pitch, or playtest result. Use when the user asks what is weak, risky, unclear, unbalanced,
name: game-design-review description: Review, critique, compare, improve, or stress-test an existing game concept, GDD, mechanic, puzzle, economy, level, theme, emotional arc, interface, narrative, social feature, prototype, pitch, or playtest result. Use when the user asks what is weak, risky, unclear, unbalanced, contradictory, insufficiently engaging, or worth validating next in a game design. Produce evidence-based findings, explicit tradeoffs, and the smallest useful prototype or playtest experiment.
Review a design by tracing how rules and presentation are likely to shape player decisions and experience. Treat the review as a decision aid, not a universal checklist or a substitute for playtesting.
Every review shares the same spine:
1. **Name the review object.** The whole game, one loop, one mechanic, a level, an interface flow, a narrative beat, a social feature, or a production choice. 2. **State the decision at stake.** A choice or testable question; if none exists, the most consequential unresolved assumption. 3. **Build an evidence baseline.** Audience, rules, constraints, prototype behavior, and playtest observations, separating repeated patterns from anecdotes; mark each material statement as `confirmed`, `assumed`, or `unknown`. 4. **Close the review.** Prioritized findings, the smallest useful intervention, and a validation experiment.
The modes differ in how the examination between these ends is executed. Pick the narrowest mode that fits; when in doubt, use the comprehensive review.
Use when the direction is chosen, formal materials exist to examine (documents, prototypes, telemetry, or playtest records), and the goal is a full-coverage review for weaknesses, risks, and contradictions.
1. **Exclude, then cover.** Exclude only the references the review object clearly makes irrelevant, keeping at least 6; record each exclusion and its reason, and state the unreviewed domains in the final report. 2. **Batch and delegate.** Group the rest into batches of 2 to 4 related domains, one batch per read-only subagent as described in "Delegating a review to subagents" below; work through the batches sequentially yourself when subagents are unavailable. 3. **Trace effects.** Each batch reader connects each design choice to player information, decision, action, feedback, and consequence, distinguishing symptom from cause. 4. **Merge and reconcile.** Merge duplicates that share a root cause, normalize severity, and run a cross-domain contradiction pass, treating each contradiction as a finding of its own; do not emit one undifferentiated checklist.
Use when everything to be reviewed fits in the conversation: the design or the question is short, or exists only as notes or keywords in the user's message, with no formal documents to read.
1. Read 2 or 3 relevant references from the routing table yourself. 2. Trace effects as in the comprehensive review and return only the findings that could change the decision.
Use when no direction has been chosen yet: the design is too immature for fault-finding, and the goal is to outline candidate directions plus a test that can distinguish them.
1. Identify the player promise and the central uncertainty. 2. Outline 2 or 3 coherent directions. 3. Define a small test that can distinguish them, and stop before expanding into a full design document.
Use when the goal is to choose between 2 or more defined options, whatever their material volume.
1. Apply the same evidence and criteria to every option; do not let one option receive a stricter review. 2. When the comparison spans several domains, you may delegate one subagent per option, each applying the same reference set. 3. Merge the per-option findings as in the comprehensive review.
Subagents do not share this conversation, so brief each one with everything it needs:
Subagent reports may take any form that carries that substance. Never let a subagent's severity or priority pass through unreviewed; merging is your job, not theirs.
| Review concern | Read | Focus | | --- | --- | --- | | Audience, intended experience, motivation, comprehension | `references/experience-and-audience.md` | Player promise, motivation chain, pleasure inventory, learning assumptions, experience gaps | | Core concept, theme, emotion, fantasy, aesthetic identity, curiosity and novelty | `references/concept-theme-and-emotion.md` | Concept clarity, imaginative space, thematic coherence, emotional causes, expressive unity, memorable identity | | Actions, goals, rules, information, agency, complexity and strategy | `references/actions-rules-and-agency.md` | Goal hierarchy, decision quality, performance judgment, rule legibility, structure and state, dominant behavior, systemic character | | Challenge, skill profile, risk, punishment, rewards, progression, economy
This is my personal agent skill repository, primarily focused on game development.
Repo: Yuki001/game-dev-skills
Brainstorm a game idea through one-question-at-a-time designer interviews. Produces game.md, systems-index.md, and art-direction.md, or runs as discussion-only.
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