By rondorkerin
The engine-agnostic foundation of the gamestack framework — the design/discipline brain. Knowledge skills (cited disciplines: game-design fundamentals, open-world, procgen, combat & game feel) and process skills (the headless concept→generate→self-review pipeline). Pairs with the curated engine packs in the gamestack marketplace (Godot, Unity, Unreal): design here, implement there.
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never violate" list, generate-then-rationalize causation, recurring thematic domains so generated figures cohere into arcs, the oatmeal/sameness problem, and the self-review pass that flags drift and duplication. The crux skill for headless / AI-authored games. Triggers on "AI-authored content", "keep it coherent", "single voice", "lore bible", "the LLM contradicts itself", "10,000 bowls of oatmeal", "generated content feels samey", "self-review pass", "narrative consistency at scale".
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as eye-direction, reserved signal colors, visual-language consistency, and how an AI engine keeps a coherent house style across generated content. Triggers on "art direction", "readability", "silhouette", "signal color", "yellow paint", "visual hierarchy", "style guide", "make it readable", "stylization vs realism", "how should the game look".
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes and role-based rosters, multi-enemy readability, encounter pacing, and high-lethality (Souls-like) commitment/stamina/checkpoint loops. Also use to diagnose combat that feels floaty, noisy, unfair, swarmy, or like a memorization "knowledge check". Triggers on "combat design", "game feel", "juice", "hit-stop", "screen shake", "telegraph", "wind-up", "readability", "enemy design", "encounter design", "aggression", "gank", "stamina", "souls-like", "lethality", "this death felt cheap", "combat feels floaty".
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen or needs choosing, or when handing off a spec to engine code — "build this in Godot/Unity/Unreal/Three.js", "which engine", "now implement it", "wire the design to code". Routes design phases to gamestack's foundation skills and implementation to the matching engine pack (godot, unreal, unity). Engine-agnostic itself; it decides where work goes.
The foundational design discipline — the spine the rest of the pack cross-links to. Use when judging whether a mechanic is fun, auditing a system for balance, designing difficulty/flow, setting reward schedules, checking player motivation, or diagnosing "my choices don't matter" / "this is grindy" / "this difficulty spike feels cheap". Covers interesting decisions (Sid Meier), flow & difficulty curves, intrinsic/extrinsic motivation (Self-Determination Theory), feedback & agency, and choice architecture. Triggers on "is this fun", "interesting decision", "dominant strategy", "balance this", "difficulty curve", "flow", "reward schedule", "player motivation", "fake choice", "analysis paralysis", "one more turn".
Own this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
Sign in to claimOwn this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge. GitHub access is read-only (username + org membership).
Sign in to claimBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games.
gamestack is two things working together:
You design once, then hand off to whichever engine you're shipping in. The design layer doesn't overlap the engine packs — it's the layer they're missing.
gamestack (one marketplace)
│
┌─────────────────────┼──────────────────┬──────────────────┐
gamestack godot unreal unity-jahro
(first-party brain) (jame581) (quodsoler) (jahro-console)
design · procgen ── implements ──▶ GDSCRIPT · C++ · per-engine code
combat · process
We don't reinvent engine work others do well — we slot it in and add the design/discipline layer on top, plus the router that binds them.
| Layer | What it is | Who builds it |
|---|---|---|
| 🧠 Design brain (first-party) | Cited design disciplines + the headless generate-and-review pipeline. Engine-agnostic. | This repo |
| 🎮 Engine hands (curated) | Per-engine implementation skills (code patterns, systems, optimization), referenced from the marketplace by their authors. | Community, MIT-licensed |
| 🔀 The router | engine-router — detects the target engine and routes: design → brain, implementation → the right engine pack. | This repo |
| Layer | What it is | Example |
|---|---|---|
| 🧠 Knowledge | A cited design discipline as a guide + do/don't checklist. The "what good looks like." | open-world-design, procedural-generation |
| ⚙️ Process | A workflow verb the agent runs — generate, review, route, plan. Draws on the knowledge skills. | procgen-review, game-design-process, engine-router |
CONCEPT ──▶ WORLD & SYSTEMS ──▶ CONTENT ──▶ REVIEW & GATE ──▶ HANDOFF ──▶ ENGINE CODE
pillars, structure, nav, procgen + oatmeal/fanfic/ engine- godot / unreal /
core loop, progression, handcrafted sameness/anti- router unity pack
signature economy, combat, anchors, pattern gates picks the implements
mechanics systemic rules lore engine the spec
└──────────────── design brain (first-party) ───────────────┘ └──── engine hands ────┘
game-design-process orchestrates the design half and pulls the right skill at each phase. engine-router runs the handoff to engine code. Start at either, or invoke any skill directly.
| Skill | What it does | Status |
|---|---|---|
game-design-process | The orchestrator. Walks concept → world → content → review → iterate and names which skill to use at each phase. The entry point for "I'm designing a game." | 🟢 v0.1 |
engine-router | The platform router. Takes a ready design and routes implementation to the right engine pack (Godot/Unreal/Unity), keeping design logic and engine code cleanly separated. | 🟢 v0.1 |
procgen-review | The self-review pass for generated content. Runs the oatmeal test, the fanfic/retell test, a cross-instance sameness scan, and the intentionality + anti-pattern gates. Built to run in a headless generation loop. | 🟢 v0.1 |
npx claudepluginhub rondorkerin/gamestack --plugin gamestackDevelop, test, build, and deploy Godot 4.x games with Claude Code. Includes GdUnit4 testing, web/desktop exports, CI/CD pipelines, and deployment to Vercel/GitHub Pages/itch.io.
Comprehensive skill pack with 66 specialized skills for full-stack developers: 12 language experts (Python, TypeScript, Go, Rust, C++, Swift, Kotlin, C#, PHP, Java, SQL, JavaScript), 10 backend frameworks, 6 frontend/mobile, plus infrastructure, DevOps, security, and testing. Features progressive disclosure architecture for 50% faster loading.
Consult multiple AI coding agents (Gemini, OpenAI, Grok, Perplexity, plus codex and antigravity CLIs when installed) to get diverse perspectives on coding problems
Comprehensive feature development workflow with specialized agents for codebase exploration, architecture design, and quality review
Design fluency for frontend development. 1 skill with 23 commands (/impeccable polish, /impeccable audit, /impeccable critique, etc.) and curated anti-pattern detection.
Lazy senior dev mode. Forces the simplest, shortest solution that actually works: YAGNI, stdlib first, no unrequested abstractions.