Loading...
Loading...
Found 36 Skills
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives. Use for a tower-defense/wave-defense game, or balancing waves and economy.
Audit and improve the visual design, polish, and player experience of an existing game
Use when the user wants to design, scaffold, build, or iterate on a video game — including brainstorming new game ideas, planning a gameplay loop, choosing an engine, scaffolding a project, adding features, fixing gameplay bugs, or working on assets. Triggers on phrases like "make a game", "create a [genre] game", "build a [type] game", "I want to make a [genre]", or any session inside a game project directory (has docs/, src/, or an engine config).
Turn a game idea into a focused design problem, risk-first prototype plan, and iteration loop. Use when starting a game, choosing what to build first, scoping an MVP, defining design questions, planning prototypes, or deciding whether an idea is ready for production.
Design game experiences, systems, and levels. Consolidate the selected concept into a single GAME_DESIGN document that defines the player promise, core loop, world responses, essential systems, level pacing, feedback, failure states, and a fully playable prototype. This applies to designing game worlds, deepening gameplay and level design, creating game design documents, and designing branching story structures, scenes, dialogue, and narrative consequences.
Turn raw playtest observation into actionable design, UX, tuning, and production decisions.
Design, inspect, or repair game mechanics, core loops, rules, goals, actions, state, chance, secrets, skills, and emergent dynamics. Use when building gameplay systems, combat, puzzles, progression, simulations, board/card mechanics, or any feature where rules create player behavior.
Invoke when the user wants to plan, execute, or analyze a structured playtest session with behavioral observation. Covers protocol design, observer guides, and data synthesis. Triggers on: "playtest", "player feedback", "usability test", "observation session", "playtest analysis". Do NOT invoke for QA bug testing (use game-qa-lead) or balance tuning (use game-balance-check). Part of the AlterLab GameForge collection.
Plan and design Decentraland games and interactive experiences. Use when the user wants game design advice, scene architecture, performance planning, or help structuring a game. Do NOT use for specific implementation (see add-interactivity, build-ui, multiplayer-sync).
Use when designing persuasion/behavior mechanics: first minute, reward schedules, streaks, pricing, RNG/pity, community loop.
Design procedural content systems with seeds, constraints, and validation gates so generated output stays fun and shippable.
Shape level flow, pacing, navigation, encounter staging, and spatial teaching.