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
**Session status dashboard — show phase, progress, coverage, and decisions.** Read-only inspection of the active game design session.
Generate a structured 5-beat scenario walkthrough to visualize the player experience before building
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.
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 variety, accessibility, recovery mechanics, boss 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.
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, state management, input handling, frame budget, entity architecture, delta time.
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, building, collection, cards, management, social, puzzle, temporal, and progression mechanics with mashup patterns and guided exploration prompts.
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 complexity scoring, design document quality, economy red flags, difficulty assessment.
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 decisions.
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/feedback mapping, experience narration.
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.
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. Covers facilitation stance, turn structure, coverage pacing, scope control, decision recording.
Complete creative writing suite with 10 specialized agents covering the full writing process: research gathering, character development, story architecture, world-building, dialogue coaching, editing/review, outlining, content strategy, believability auditing, and prose style/voice analysis. Includes genre-specific guides, templates, and quality checklists.
Complete collection of battle-tested Claude Code configs from an Anthropic hackathon winner - agents, skills, hooks, rules, and legacy command shims evolved over 10+ months of intensive daily use
Complete collection of battle-tested Claude Code configs agents, skills, hooks, rules, and legacy command shims evolved over 10+ months of intensive daily use
Complete collection of battle-tested Claude Code configs from an Anthropic hackathon winner - agents, skills, hooks, and rules evolved over 10+ months of intensive daily use
Complete collection of battle-tested Claude Code configs from an Anthropic hackathon winner - agents, skills, hooks, and rules evolved over 10+ months of intensive daily use
Comprehensive .NET development skills for modern C#, ASP.NET, MAUI, Blazor, Aspire, EF Core, Native AOT, testing, security, performance optimization, CI/CD, and cloud-native applications