Use this skill for CONCEPTUAL level design - how to guide players, create challenge curves, and design memorable spaces. Trigger phrases: "level flow", "pacing", "challenge curve", "player guidance", "teaching through design", "encounter design", "how to design a good level". This skill provides UNIVERSAL PRINCIPLES - applicable to any game engine or platform. For ZX-SPECIFIC IMPLEMENTATION (tile maps, ROM storage, procedural generation): use zx-game-design:level-design instead.
/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/challenge-curves.mdreferences/flow-templates.mdreferences/spatial-checklist.mdPractical frameworks for designing playable spaces that guide, challenge, and reward players.
Every level teaches players something—intentionally or not. Design spaces that:
Every level balances three elements:
CHALLENGE
/\
/ \
/ \
/ \
GUIDANCE ─── EXPLORATION
High challenge: Tests player skill High guidance: Keeps player on track High exploration: Rewards curiosity
Adjust the balance based on level purpose.
| Pattern | Description | Use When |
|---|---|---|
| Linear | A→B→C, one path | Tutorial, story moments |
| Branching | Multiple paths to same goal | Player choice, replayability |
| Hub | Central area with spokes | Open areas, towns |
| Network | Interconnected paths | Metroidvania, exploration |
| Arena | Contained combat space | Boss fights, encounters |
Guide players without explicit markers:
| Technique | Example |
|---|---|
| Light | Lit path vs dark areas |
| Color | Bright object in muted environment |
| Motion | Moving element draws attention |
| Sound | Audio cues from objective |
| Geometry | Lines pointing toward goal |
| NPCs | Characters looking/moving toward goal |
[Safe area with resource]
│
[Visible gate]
│
[Challenge]
│
[New area + reward]
Players understand: overcome challenge → access new area.
Difficulty
│ ╱╲ ╱╲
│ ╱ ╲ ╱ ╲
│ ╱ ╲ ╲___
│╱
└────────────────────→ Time
Intro Peak Rest Peak End
Principles:
ENCOUNTER: [Name]
Purpose: [ ] Teach [ ] Test [ ] Challenge [ ] Rest
Mechanics tested: _______________
Enemy composition: _______________
Environment factors: _______________
Escape/retreat option: [ ] Yes [ ] No
Reward: _______________
1. SAFE INTRO: Show mechanic with no risk
2. GUIDED PRACTICE: Low-risk application
3. REAL TEST: Full-risk application
4. MASTERY: Complex or combined application
| To Teach | Design Method |
|---|---|
| Jump distance | Gap with safe fall, then real gap |
| Enemy pattern | First enemy alone, then in groups |
| Timing | Slow version, then normal speed |
| Combination | Individual mechanics, then combined |
| Type | Visibility | Reward |
|---|---|---|
| Hidden | Not visible, requires search | High value |
| Obscured | Partially visible, requires attention | Medium value |
| Skill-gated | Visible, requires mastery | Variable |
| Knowledge-gated | Requires information from elsewhere | Variable |
Every detour should reward the player:
LEVEL: [Name]
Purpose: _______________
Target time: _____ minutes
Flow pattern: [ ] Linear [ ] Branching [ ] Hub [ ] Network
BEATS:
1. Intro: _______________
2. Rise: _______________
3. Peak: _______________
4. Rest: _______________
5. Climax: _______________
6. Exit: _______________
KEY LANDMARKS:
• _______________
• _______________
• _______________
SECRETS: _____ total
references/flow-templates.md — Level flow diagramsreferences/challenge-curves.md — Difficulty pacing patternsreferences/spatial-checklist.md — Detailed design checklistworld-building — Context for levelsgame-balance — Encounter balancingcore-loop-design — How levels fit the loopFor tile maps, procedural generation code, and ROM storage: use zx-game-design:level-design.
This 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.