This skill should be used when the user asks about "RPG design", "platformer design", "roguelike", "roguelite", "metroidvania", "action game", "puzzle game", "adventure game", "genre conventions", "genre patterns", "what makes a good [genre]", or needs genre-specific design guidance.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install game-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/metroidvania-patterns.mdreferences/platformer-patterns.mdreferences/roguelike-patterns.mdreferences/rpg-patterns.mdQuick-reference patterns for common game genres. Use as starting points—the best games often blend genres.
| Element | Purpose |
|---|---|
| Responsive controls | Feel good, predictable |
| Clear platforms | Readable jump targets |
| Fair hazards | Visible before dangerous |
| Checkpoints | Reduce frustration |
| Collectibles | Exploration reward |
PLATFORMER DESIGN
Movement feel: [ ] Floaty [ ] Tight [ ] Momentum-based
Jump type: [ ] Fixed [ ] Variable height [ ] Double/multi
Core gimmick: _______________
Level structure: [ ] Linear [ ] Hub [ ] World map
Death penalty: _______________
| Element | Purpose |
|---|---|
| Satisfying combat | Core loop engagement |
| Meaningful stats | Progression feeling |
| Build variety | Player expression |
| Loot drops | Reward and excitement |
| Enemies that teach | Skill development |
ACTION RPG DESIGN
Combat style: [ ] Hack-slash [ ] Souls-like [ ] Character action
Stat impact: [ ] Heavy (numbers matter) [ ] Light (skill matters more)
Build system: [ ] Class-based [ ] Skill tree [ ] Equipment-based
Loot rarity tiers: _______________
Core loop: Kill → Loot → Upgrade → Kill stronger
| Element | Purpose |
|---|---|
| Run variety | Each attempt feels fresh |
| Fair randomness | Bad luck doesn't doom run |
| Quick restart | Minimize frustration |
| Meta-progression | Long-term goals (roguelite) |
| Build diversity | Many viable paths |
ROGUELIKE DESIGN
Permadeath: [ ] Full [ ] Roguelite (meta-progression)
Run length: _____ minutes target
Seed-based: [ ] Yes [ ] No (important for replays/multiplayer)
Unlock system: _______________
Core randomization: [ ] Levels [ ] Items [ ] Enemies [ ] All
See replayability-engineering for deeper roguelike patterns.
| Element | Purpose |
|---|---|
| Satisfying movement | Traversal is constant |
| Clear ability gates | Know what you need |
| Rewarding backtracking | Old areas have new value |
| Map system | Navigation in complex space |
| Sequence-breaking (optional) | Reward mastery |
METROIDVANIA DESIGN
World size: _____ screens/rooms
Key abilities: _______________
Gate types: [ ] Ability [ ] Item [ ] Skill
Map reveal: [ ] Auto [ ] Manual [ ] Exploration-based
Shortcut system: _______________
| Element | Purpose |
|---|---|
| Teachable rules | Player understands system |
| Fair solutions | No guessing required |
| Escalating complexity | Difficulty progression |
| Hints (optional) | Accessibility |
| Undo/reset | Experimentation |
PUZZLE DESIGN
Core mechanic: _______________
Complexity source: [ ] More elements [ ] Tighter constraints [ ] Combinations
Puzzle count: _____
Hint system: [ ] None [ ] Optional [ ] Progressive
Success feedback: _______________
| Element | Purpose |
|---|---|
| Compelling narrative | Drives player forward |
| Interesting characters | Emotional investment |
| Meaningful choices | Player agency |
| Environmental storytelling | World feels alive |
| Clear objectives | Direction when needed |
ADVENTURE DESIGN
Story structure: [ ] Linear [ ] Branching [ ] Open
Player character: [ ] Defined [ ] Blank slate [ ] Customizable
Dialogue system: [ ] Simple [ ] Branching [ ] Full RPG
Choice impact: [ ] Flavor [ ] Story [ ] Endings
Core mystery/goal: _______________
| Blend | Examples | Key Tension |
|---|---|---|
| Roguelike + Platformer | Dead Cells style | Tight controls + Randomness |
| RPG + Puzzle | Puzzle RPGs | Stats + Pure logic |
| Action + Narrative | Action-adventure | Pacing gameplay vs story |
| Platformer + Metroidvania | Most metroidvanias | Linear flow vs backtracking |
references/rpg-patterns.md — Detailed RPG designreferences/platformer-patterns.md — Platformer design deep divereferences/roguelike-patterns.md — Roguelike essentialsreferences/metroidvania-patterns.md — Metroidvania designreplayability-engineering — For roguelike/lite designcore-loop-design — Genre-specific loopsnarrative-design — Story-focused genresThis skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.