Generate a single encounter design specification
Generates detailed encounter design specifications for combat, puzzle, or hybrid gameplay scenarios.
/plugin marketplace add sponticelli/gamedev-claude-plugins/plugin install level-design@gamedev-claude-pluginsCreate a detailed design for a single encounter.
Before generating the encounter spec, understand the context:
Use this context to design appropriate encounter.
# Encounter Spec: [Encounter Name]
## Quick Reference
| Attribute | Value |
|-----------|-------|
| Type | [Combat / Puzzle / Hybrid] |
| Difficulty | [Easy / Medium / Hard / Boss] |
| Duration | [X-Y seconds/minutes] |
| Location | [Level and space] |
## Purpose
**Gameplay purpose:** [What skill is tested]
**Narrative purpose:** [What story is told]
**Pacing purpose:** [Why here in the level]
## Space
### Layout
[ASCII diagram of encounter space]
### Key Features
| Feature | Position | Function |
|---------|----------|----------|
| [Feature] | [Where] | [What it does] |
## Combat Details (if applicable)
### Enemy Composition
| Enemy | Count | Role | Behavior |
|-------|-------|------|----------|
| [Type] | [N] | [Role] | [What they do] |
### Spawn Points
[Where enemies appear]
### Waves (if applicable)
| Wave | Trigger | Composition |
|------|---------|-------------|
| [N] | [What starts it] | [Enemies] |
### AI Notes
[Special behaviors, coordination, etc.]
## Puzzle Details (if applicable)
### Mechanics Used
[What abilities/tools needed]
### Elements
| Element | Type | Interaction |
|---------|------|-------------|
| [Object] | [Interactive/Hazard/Clue] | [What it does] |
### Solution
**Intended solution:**
1. [Step 1]
2. [Step 2]
3. [Step 3]
**Alternative solutions (if any):**
[Other valid approaches]
### Hints
[What points players toward solution]
## Difficulty Scaling
### Base Difficulty
[Standard challenge level]
### Easy Mode Adjustments
- [Change 1]
- [Change 2]
### Hard Mode Adjustments
- [Change 1]
- [Change 2]
## Player Experience
### Entry
**What player sees:** [First impression]
**What player hears:** [Audio cues]
**Initial emotion:** [How they should feel]
### During
**Core loop:** [What player does repeatedly]
**Challenge peak:** [Hardest moment]
**Key decisions:** [Meaningful choices]
### Exit
**Victory feel:** [Emotion on success]
**Reward:** [What player gets]
**Transition:** [How it leads to next area]
## Failure Handling
### Fail Conditions
[What counts as failure]
### Fail State
[What happens on failure]
### Recovery
[How player can try again]
## Edge Cases
| Scenario | Handling |
|----------|----------|
| [Edge case] | [What happens] |
## Implementation Notes
### Triggers
| Trigger | Condition | Action |
|---------|-----------|--------|
| [Name] | [When] | [What happens] |
### Required Assets
| Asset | Type | Notes |
|-------|------|-------|
| [Asset] | [Enemy/Prop/Sound/etc.] | [Requirements] |
### Testing Checklist
- [ ] Beatable on all difficulty settings
- [ ] No exploit/skip opportunities (unless intended)
- [ ] Clear victory/failure communication
- [ ] Rewards given correctly
- [ ] No soft-lock possibilities
Generate based on the user's encounter concept and game context.