This skill should be used when the user asks about "replayability", "roguelike design", "roguelite", "meta-progression", "procedural generation", "emergent gameplay", "randomness design", "run-based", "unlocks", "build diversity", "replay value", "procedural variety", "systemic design", "one more run", "permadeath", or needs to design games that players return to repeatedly.
/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/emergent-systems.mdreferences/meta-progression.mdreferences/procedural-variety.mdreferences/randomness-design.mdreferences/run-based-design.mdThe force multiplier for indie games. Design systems that create hundreds of hours of gameplay from limited content.
Small teams can't compete on content volume. But they CAN compete on:
A solo dev with clever systems can create more replay value than a large team with static content.
[Character select/loadout]
↓
[Run start with seed]
↓
[Procedural content + player choices]
↓
[Success or failure]
↓
[Meta-progression update]
↓
[One more run?]
| Parameter | Short Run | Medium Run | Long Run |
|---|---|---|---|
| Duration | 15-30 min | 30-60 min | 60-120 min |
| Stages/floors | 3-5 | 5-10 | 10-20 |
| Item acquisitions | 5-10 | 10-20 | 20-40 |
| Decision points | 10-20 | 20-50 | 50-100 |
| Source | Variety Type | Example |
|---|---|---|
| Character choice | Starting conditions | Different abilities |
| Procedural levels | Layout/encounters | Generated maps |
| Item randomness | Build paths | Random drops |
| Enemy composition | Tactical challenge | Different spawns |
| Event choices | Narrative | Random events |
| Type | Example | Risk Level |
|---|---|---|
| Unlocks | New items enter pool | Low (expands variety) |
| Knowledge | Player learns patterns | None |
| Currency | Persistent upgrade points | Medium |
| Power | Permanent stat boosts | High (can trivialize) |
| Story | Narrative progress | Low |
Early game: Frequent unlocks (every 1-2 runs)
Mid game: Moderate unlocks (every 3-5 runs)
Late game: Rare unlocks (every 10+ runs)
End game: Mastery unlocks (skilled play required)
Create emergence through interacting simple systems:
System A × System B × Context = Emergent outcome
Example:
Fire damage × Oil puddles × Enemy type =
Burning oil spreading to ignite more enemies
| Elements | Possible Combinations |
|---|---|
| 10 items | 45 pairs |
| 20 items | 190 pairs |
| 50 items | 1,225 pairs |
Design for combinations: Each item should interact with multiple others.
| Synergy Type | Description | Example |
|---|---|---|
| Additive | Effects stack | +10% damage + +10% damage = +20% |
| Multiplicative | Effects multiply | 2x damage × 2x speed = OP combo |
| Conditional | Triggers on condition | "On fire, deal 3x damage" |
| Transformative | Changes behavior | "Attacks now heal" |
| Element | Procedural Value | Implementation Cost |
|---|---|---|
| Level layout | High | Medium |
| Enemy placement | High | Low |
| Item drops | High | Low |
| Events/encounters | Medium | Medium |
| Visual variations | Low | Variable |
| Story elements | Medium | High |
Critical for Nethercore: Rollback netcode requires determinism.
All randomness flows from single seed:
Seed → Level generation
Seed → Enemy spawns
Seed → Item drops
Seed → Events
Benefits:
Pure random is rarely fun. Constrain with:
| Type | When Decided | Player Control | Frustration Risk |
|---|---|---|---|
| Input | Before action | Plan around it | Low |
| Output | After action | None | High |
Prefer input randomness: Random hand dealt, not random damage roll.
| Pattern | Implementation | Purpose |
|---|---|---|
| Pity timer | Guaranteed after N failures | Prevent bad streaks |
| Weighted pools | Skew toward needed items | Balanced builds |
| Curated random | Random from designed sets | Quality control |
| Seed preview | Show upcoming randomness | Strategic planning |
For each "archetype" or build path:
| Problem | Solution |
|---|---|
| One build always best | Buff alternatives |
| Meta is solved | Regular balance updates |
| Same path every run | Randomize availability |
| Optimal boring | Make fun builds viable |
Each build should have:
| Motivator | Design Support |
|---|---|
| "So close!" | Progress visible, death feels beatable |
| "New unlock" | Reward waiting to try |
| "Better strategy" | Learning from failure |
| "Different build" | Variety to explore |
| "Quick run" | Respects player time |
| Hook | Implementation |
|---|---|
| Incomplete goal | "1 more boss to final" |
| New toy | Just unlocked something |
| Streak | On a winning streak |
| Revenge | Died to beatable boss |
| Discovery | "What does this do?" |
RUN STRUCTURE
Target length: _____ minutes
Stages: _____
Items per run: _____
Key decisions: _____
Variety sources:
□ Characters □ Procedural levels □ Random items
□ Events □ Enemy composition □ Other: _____
Meta-progression:
□ Unlocks □ Currency □ Story □ Power
Unlock rate: _____ per run (early) / _____ (late)
Seed-based: □ Yes □ No
ITEM SYNERGIES
Item: _____________
Type: [Damage / Defense / Utility / Build-enabling]
Synergizes with:
• _____________ (effect: _____________)
• _____________ (effect: _____________)
• _____________ (effect: _____________)
Anti-synergy:
• _____________ (why: _____________)
Build archetype fit: _____________
references/run-based-design.md — Run structure patternsreferences/meta-progression.md — Unlock and persistence designreferences/emergent-systems.md — System interaction designreferences/procedural-variety.md — Procedural generation approachesreferences/randomness-design.md — Fair randomness patternsgenre-patterns → Roguelike patternscore-loop-design — Loop structuregame-balance — Build balanceplayer-psychology — Engagement patternsThis 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 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 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.