claude

game

Game design spice for Line Cook — MLP scoping, core loop frameworks, economy design, difficulty curves, content planning, mechanics palette, playtesting, scenario walkthroughs, anti-patterns, architecture auditing, with interactive commands, code review agent, and implementation guidance

0 on GitHubby smileynetv0.5.1MITupdated 8 months ago

Not in a marketplace yet, so it loads for one session with --plugin-dir.

Plugin game in smileynet/game-spice. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (14)

  • antipatterns

    Common game planning mistakes and how to avoid them. Use when reviewing game plans, checking for scope creep in game projects, evaluating game feature lists, or auditing game design decisions. Covers scope creep, feature bloat, design traps, over-scoping, kitchen sink design.

  • architecture-audit

    Game-specific code architecture auditing. Use when auditing game code architecture, reviewing game loop patterns, evaluating game state management, assessing frame budget, checking entity architecture, input handling, or running architecture-audit on a game project. Covers game loop timing, state ma

  • ascii-wireframing

    Starter patterns and conventions for ASCII wireframes in game design. Use when creating screen layouts, UI mockups, spatial maps, encounter arenas, menu structures, or flow diagrams during game design sessions. Provides a toolkit of box-drawing characters, common primitives, and genre-specific examp

  • content-planning

    Level design and content scope planning. Use when planning level design, content production scope, pacing, procedural generation decisions, environment design, tutorial levels, world structure, or estimating content costs. Covers world structure, content-to-mechanic planning, pacing, procedural vs h

  • design-frameworks

    Game design analysis frameworks and thinking tools. Use when brainstorming game ideas, analyzing game mechanics, designing player experiences, evaluating engagement loops, or planning game narrative. Covers MDA framework, core loop design, player motivation, systems thinking, narrative integration,

  • difficulty-design

    Difficulty and challenge design planning. Use when designing difficulty curves, flow state, challenge types, accessibility options, assist modes, boss encounters, dynamic difficulty, skill floor and ceiling, or planning how hard a game should be. Covers difficulty curves, flow channel, challenge var

  • economy-design

    Game economy and resource balance planning. Use when designing resource systems, currencies, loot tables, progression curves, reward structures, or planning how players earn and spend in a game. Covers taps and sinks, economy flow mapping, reward planning, balance frameworks, genre economy patterns.

  • implementation

    Game-specific coding guidance during implementation. Use when implementing game code, coding game mechanics, building game loop, setting up state machine, game architecture during development, writing game systems, structuring game update logic, or adding game input handling. Covers game loop setup,

  • mechanics-palette

    Curated catalog of game mechanics organized for discovery and creative combination. Use when brainstorming game ideas, exploring what mechanics to include, combining mechanics from different genres, evaluating mechanic compatibility, or building a game concept from scratch. Covers movement, combat,

  • plan-audit

    Game-specific plan quality auditing. Use when auditing game project plans, checking game plan completeness, evaluating game MLP scope, reviewing GDD quality, assessing economy design, difficulty curves, playtest readiness, or running plan-audit on a game project. Covers core loop validation, scope c

  • playtesting

    Playtesting methodology and iteration planning for games. Use when planning playtests, defining test criteria, setting up feedback loops, deciding when to pivot or persevere, or structuring build-test-learn cycles. Covers observation techniques, minimum viable playtests, iteration cadence, pivot dec

  • scenario-walkthrough

    MLP scenario walkthrough and player experience narration. Use when visualizing the player experience before building, writing gameplay storyboards, narrating a play session, mapping player inputs to feedback, or validating that a plan feels concrete and playable. Covers 5-beat walkthrough, input/fee

  • scoping

    MLP scoping and tracer bullet planning for games. Use when scoping a game idea, prioritizing game features, defining vertical slices, creating a game MLP, or breaking down a game concept into buildable phases. Covers core loop identification, MoSCoW prioritization, scope management, feature cutting.

  • simulation-guide

    Wizard of Oz simulation facilitation rules for game design. Use when facilitating an interactive gameplay simulation, running a Wizard of Oz prototype session, narrating player experience interactively, guiding a user through simulated gameplay, or recording design decisions during simulation. Cover

Slash commands (7)

  • /game:brainstorm

    Explore and define a game concept through conversation

  • /game:build-plan

    Generate a design brief (or full GDD + tech spec) from simulation data

  • /game:help

    Show available game design commands and workflow overview

  • /game:simulate

    Run an interactive Wizard of Oz gameplay simulation with ASCII wireframes

  • /game:start

    Start a new game design session or resume an existing one

  • /game:status

    Show session state, progress, and design decisions

  • /game:walkthrough

    Generate a structured 5-beat scenario walkthrough to visualize the player experience before building

Subagents (1)

  • game-reviewer

    Use this agent when game code has been written or modified and needs game-specific architecture review. This agent complements the sous-chef by checking for game development anti-patterns that generic code review misses. It detects the game engine/framework, applies the 8-category architecture healt

View source on GitHub

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