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.
Scopes game ideas into buildable Minimum Lovable Product plans with core loop validation and feature prioritization.
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prioritization.mdvertical-slices.mdScope 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)