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.
Identifies common game planning mistakes and provides checklists to avoid scope creep and feature bloat.
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catalog.mdCommon mistakes in game planning and how to avoid them.
| # | Anti-Pattern | Symptom | Better Approach |
|---|---|---|---|
| 1 | Everything Sounds Fun | Feature list grows every session | 3-feature MLP rule, parking lot for ideas |
| 2 | Feature Creep | "Small" additions that compound | Each addition goes through cutting heuristics |
| 3 | Scope Creep | Requirements shift mid-build | Freeze scope after planning, track changes explicitly |
| 4 | Premature Content | Building levels before fun is proven | Prove core loop with 1 level, then expand |
| 5 | Design in Isolation | Mechanics designed without playtesting | Paper prototype → digital prototype → playtest loop |
| 6 | Juice Addiction | Polish before fun | Remove all juice — is it still fun? |
| 7 | Kitchen Sink Design | Game tries to do everything | Pick 1-2 target aesthetics, cut the rest |
| 8 | Core Loop Neglect | Building features around a weak loop | If core loop isn't fun in 5 min, fix it first |
| 9 | Second System Effect | Overdesigning based on past project | Scope to current project's needs, not past regrets |
| 10 | GDD Tome | 50+ page design document | Living doc, max 5 pages for MLP scope |
Answer each question. If you get any "No" answers, strongly consider cutting.
| Question | Yes | No |
|---|---|---|
| Does it directly serve the core loop? | Keep evaluating | Cut |
| Can the MLP be fun without it? | Defer to post-MLP | Keep evaluating |
| Can it be built in <1 day? | Keep evaluating | Cut from MLP |
| Have playtesters asked for it? | Keep evaluating | Cut |
| Does it require a new system? | Cut from MLP | Keep evaluating |
| Are you adding it because competitors have it? | Cut | Keep evaluating |
If you reach the bottom with all "Keep evaluating": The feature is a strong candidate. Add it to MLP only if you're under the 3-feature limit.
| Signal | Score |
|---|---|
| More than 3 features beyond core loop | +2 |
| Any feature described as "simple" without a prototype | +1 |
| Plan mentions more than 2 enemy/item/level types | +1 |
| Multiplayer is included (and isn't the core loop) | +3 |
| Plan requires procedural generation | +2 |
| Total estimated dev time > 4 weeks for solo dev | +2 |
| Plan includes a progression system AND content | +1 |
| Design document is more than 3 pages | +1 |
| You can't describe the game in one sentence | +2 |
| Total Score | Assessment |
|---|---|
| 0-2 | Scope looks reasonable |
| 3-5 | Over-scoped — cut 30% |
| 6-8 | Significantly over-scoped — cut 50% |
| 9+ | Start over with just the core loop |
Run this BEFORE starting detailed planning:
Run this AFTER planning is complete:
(see antipatterns/catalog.md for full anti-pattern descriptions: scope, design, and timing anti-patterns with fixes and tests)(see scoping → MLP Scoping Process)(see design-frameworks → MDA Framework)(see economy-design)(see playtesting)(see scenario-walkthrough → The 5-Beat Structure)(see difficulty-design)(see content-planning)(see mechanics-palette)(see plan-audit)