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By smileynet
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
npx claudepluginhub smileynet/line-cook --plugin game-spiceExplore and define a game concept through conversation
Generate a design brief (or full GDD + tech spec) from simulation data
Show available game design commands and workflow overview
Run an interactive Wizard of Oz gameplay simulation with ASCII wireframes
Start a new game design session or resume an existing one
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.
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 machines, ECS patterns, performance smells, technical debt timing.
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 examples as inspiration — not rules. Each project builds its own legend.yaml as the source of truth.
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 handcrafted, content reuse, content sequencing.
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, progression systems.
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遊戲設計與關卡平衡
遊戲企劃 GDD 文件
Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 44-tool MCP bridge to the local desktop app.
A game development scaffold for Claude Code with layered rules, specialized agents, reusable skills, workflow commands, contexts, hooks, and engine-isolated packs for Unity, Unreal, and Godot.
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
The game studio for the agent internet. Build, monetize, and ship browser games with one command. Phaser 2D, Three.js 3D, Play.fun monetization. Works with 40+ AI coding agents.
Simple workflow orchestration for Claude Code sessions - mise, prep, cook, serve, tidy, plate, run
Code quality spice for Line Cook — decision frameworks, antipattern detection, refactoring patterns, tradeoff analysis, YAGNI guidance, dead code pruning, and plan auditing
Real-world concepts from programming, education, and design — packaged as AI commands
Game design spice for Line Cook — MLP scoping, core loop frameworks, economy design, difficulty curves, content planning, mechanics palette, playtesting methodology, scenario walkthroughs, planning anti-patterns, and architecture auditing.
After installing Line Cook:
/plugin marketplace add smileynet/line-cook
/plugin install game@line-cook
/line:mise # Plan a game
New here? See the tutorial for a complete walkthrough planning a roguelike dungeon crawler.
Update: /plugin update game
Here's a brainstorming session with game-spice active. The skills inject game-specific questions and frameworks automatically:
You: I want to make a roguelike dungeon crawler.
Claude: Let's explore that! First, some questions to shape the concept:
**What aesthetic are you targeting?** ← design-frameworks
MDA gives us 8 aesthetics. For a roguelike, the primary
candidates are Challenge, Discovery, and Sensation.
Which 1-2 resonate most?
You: Challenge and Discovery.
Claude: Good combo. Now let's nail the core loop:
**Can you describe your core loop in one sentence?** ← scoping
Format: "Player [verbs] to [goal], earning [reward]
that enables [reinvestment]."
You: Player explores rooms to find loot, earning gear
that enables deeper dungeon runs.
Claude: That's a clean loop. Let's browse mechanics
that could make exploration feel distinct:
**What movement style fits your vision?** ← mechanics-palette
From the palette: grid-based, free movement,
auto-runner, teleport, grapple/swing...
Grid-based is classic roguelike. Free movement
opens real-time combat options.
You: Grid-based, turn-based.
Claude: Classic choice. For the economy:
**How complex should the resource system be?** ← economy-design
┌─────────────────┬─────────────────────────────────┐
│ None │ Pure action, no currency │
│ Single resource │ Gold only — simple, clear │
│ Dual currency │ Gold + XP — spend vs grow │
│ Full economy │ Multiple interacting resources │
└─────────────────┴─────────────────────────────────┘
For an MLP roguelike, dual currency is the sweet spot.
Each question comes from a different skill, but they flow as a natural conversation. Game-spice doesn't change what Line Cook does — it changes what Claude knows to ask about during planning.
Use game-spice when:
/line:mise/game:walkthrough to visualize player experienceSkip it when:
Game-spice includes an interactive design workflow that takes you from idea to implementation plan through structured conversation. Each phase builds on the previous one, with persistent state tracking and decision provenance throughout.
/game:start → /game:brainstorm → /game:simulate → /game:build-plan
│ │ │ │
│ │ │ └─ Design brief (or --full GDD)
│ │ └─ Wizard of Oz playtest
│ └─ Concept definition
└─ Session creation
Start a session, brainstorm your concept through natural conversation, prove the core loop works with an interactive simulation, then generate a design brief (or full GDD with --full). Use /game:status to check progress and /game:status --decisions to review the decision trail.
/game:walkthrough is a complementary tool — use it at any stage to stress-test your design by narrating the player experience.