From game
MLP scoping and tracer bullet planning for games. Use when scoping a game idea, prioritizing game features, defining vertical slices, creating a game MLP, or breaking down a game concept into buildable phases. Covers core loop identification, MoSCoW prioritization, scope management, feature cutting.
npx claudepluginhub smileynet/line-cook --plugin game-spiceThis skill uses the workspace's default tool permissions.
Scope game ideas into buildable plans. Get to playable fast, iterate from there.
Guides strict Test-Driven Development (TDD): write failing tests first for features, bugfixes, refactors before any production code. Enforces red-green-refactor cycle.
Guides systematic root cause investigation for bugs, test failures, unexpected behavior, performance issues, and build failures before proposing fixes.
Guides A/B test setup with mandatory gates for hypothesis validation, metrics definition, sample size calculation, and execution readiness checks.
Scope game ideas into buildable plans. Get to playable fast, iterate from there.
| MVP (Software) | MLP (Games) | |
|---|---|---|
| Goal | Validate market fit | Validate fun |
| Success metric | Users complete task | Players choose to keep playing |
| Core question | "Does it work?" | "Is it fun?" |
| Minimum bar | Functional | Enjoyable |
| What to cut | Non-essential features | Anything not serving the core loop |
Key insight: An MVP that works but isn't fun is a failed game. An MLP that's fun but limited is a successful foundation.
The core loop is what the player does every 30-60 seconds. Everything else is secondary.
One-sentence test: "The player [VERB]s [OBJECT] to [REWARD], which lets them [REINVEST]."
| Genre | Example Core Loop |
|---|---|
| Platformer | Jump through obstacles → reach checkpoint → unlock new area |
| Roguelike | Enter room → fight enemies → collect upgrades → go deeper |
| Puzzle | Observe pattern → manipulate pieces → solve → get harder puzzle |
| Tower Defense | Analyze wave → place towers → survive → earn currency → upgrade |
| Farming Sim | Plant crops → tend/wait → harvest → sell → buy better seeds |
| Card Game | Draw cards → play combinations → resolve effects → draw again |
Your MLP gets three features beyond the core loop. Choose wisely.
Process:
Why 3? More than 3 features for an MLP means you're building content, not validating fun. If your core loop needs more than 3 supporting features to be fun, your core loop is too weak.
| Impact Level | Description | Example (Roguelike) |
|---|---|---|
| Core | Loop doesn't work without it | Combat system |
| Amplifier | Makes core loop significantly more fun | Upgrade selection between rooms |
| Enhancer | Adds variety/polish | Different enemy types |
| Content | More of the same | Additional levels |
| Cosmetic | Visual/audio polish | Particle effects |
MLP includes: Core + up to 3 Amplifiers. Everything else waits.
| Phase | Focus | Duration Target |
|---|---|---|
| MLP | Core loop + 3 features | Build as fast as possible |
| Fun Polish | Juice, game feel, feedback | Until core loop feels good |
| Content Alpha | Variety (enemies, levels, items) | Until 15-30 min play session |
| Systems | Progression, meta-game, saves | Until players want to return |
| Content Beta | Full content pipeline | Until target play length |
| Polish | UI, audio, accessibility | Until shippable |
Rule: Don't advance to the next phase until the current phase's goal is met. Especially don't skip Fun Polish.
(see economy-design)(see playtesting → Playtest Planning Checklist)(see scenario-walkthrough)A tracer bullet proves your game works end-to-end through all 5 layers:
┌─────────────────────────────────────┐
│ Layer 1: INPUT │
│ Player presses button / clicks │
├─────────────────────────────────────┤
│ Layer 2: CORE MECHANIC │
│ Game responds (jump, card play) │
├─────────────────────────────────────┤
│ Layer 3: GAME STATE │
│ World updates (HP, position) │
├─────────────────────────────────────┤
│ Layer 4: FEEDBACK │
│ Player sees/hears result │
├─────────────────────────────────────┤
│ Layer 5: OUTPUT / CONSEQUENCE │
│ Game state creates new situation │
└─────────────────────────────────────┘
Rule: First build touches all 5 layers for ONE action. Don't build Layer 1 for all actions before starting Layer 2.
| Genre | Tracer Bullet |
|---|---|
| Platformer | Run, jump on one platform, fall, respawn |
| Roguelike | Enter room, fight enemy, pick up item |
| Puzzle | Manipulate element, solve puzzle |
| Tower Defense | Place tower, enemy walks path |
| Card Game | Draw hand, play card, see effect |
A tracer bullet is NOT: a polished demo, feature-complete, balanced, or content-rich.
| Genre | MLP Must Have | Common Over-Scope | Hidden Complexity |
|---|---|---|---|
| Platformer | Run, jump, platforms, one hazard, one level | Wall jump, double jump, dash, multiple worlds | Jump feel (coyote time, buffering, variable height) |
| Roguelike | One floor, one enemy type, one item, permadeath | Meta-progression, 10+ enemies, proc-gen | Proc-gen that feels good is a project itself |
| Puzzle | One mechanic, 5-10 handcrafted puzzles, clear win state | Proc-gen puzzles, hint system, multiple mechanics | Difficulty curves require extensive playtesting |
| Tower Defense | One path, one tower type, waves, win/lose | Tech trees, multiple maps, hero units | Tower cost vs enemy HP balance is iterative |
(see scoping/vertical-slices.md for Vertical Slice Decomposition: best practices, antipatterns, SPIDR technique, 5-beat slicing)(see scoping/prioritization.md for MoSCoW Prioritization, 30% Rule, cutting heuristics, scope creep signals)(see design-frameworks → MDA Framework)(see antipatterns/catalog.md → Scope Anti-Patterns)(see economy-design)(see playtesting → Playtest Planning Checklist)(see scenario-walkthrough → The 5-Beat Structure)(see difficulty-design)(see content-planning)(see mechanics-palette)