From unity-kit
Game design method for small teams — core-loop-first thinking, scope discipline, first-playable-slice planning, juice, playtesting. Use when starting a project, when the user proposes features, when fun is in question, or when maintaining Docs/DESIGN.md.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unity-kit:game-designThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
`Docs/DESIGN.md` is the living source of truth (unity-init stamps it). Every design decision made in conversation gets written back there — a decision that only lives in chat history is lost.
Docs/DESIGN.md is the living source of truth (unity-init stamps it). Every design decision made in conversation gets written back there — a decision that only lives in chat history is lost.
Before building anything: what is the player's verb (jump, trade, sneak, grow)? What happens in a 30-second loop, and what makes the player want the 31st second? If the loop can't be stated in two sentences, the project isn't ready for features — help the user find it, prototype-cheap.
The smallest build that proves the loop is fun: one scene, one mechanic, placeholder art, no menus. Resist building systems (inventory, save, settings, meta-progression) before the loop is validated — a fun-less game with a great save system is still fun-less. The slice is also the correct scope for unity-init's first bootstrap.
Cheap polish that multiplies perceived quality — apply as a checklist to the working loop: screen shake (small!), hit-stop (2–4 frames), squash & stretch, particles on every impact, a sound on every interaction (see unity-audio), tweened UI (nothing snaps), controller rumble if applicable. An afternoon of juice beats a week of features for how good a game feels.
npx claudepluginhub benjamin-curlier/unity-kit --plugin unity-kitGuides completion of development work by verifying tests, detecting environment, and presenting structured options for merge, PR, or cleanup.
Enforces test-driven development: write failing test first, then minimal code to pass. Use when implementing features or bugfixes.
Guides creation and editing of skills using test-driven development with pressure scenarios and subagents to verify agent compliance.