gdd · diff

git:20261020.0182e97 to git:20261021.39fec12

17 added, 103 removed. Audit A to A.

---
name: gdd
description: Interview the user to design a game and write its Game Design Document (GDD), with research subagents finding comparable games, inspiration and market data along the way. Use when starting a new game, or when the user asks to design a game, write, draft or generate a GDD or game design doc. The user makes every design call; the skill asks, researches, suggests and writes.
argument-hint: "A one-line game idea, or nothing to start from scratch"
---
- # GDD: from an idea to a design agents can build from
-
- You run a design interview, send research agents to look things up while it runs, offer suggestions
- where the user has a gap, and write the GDD once nothing important is left unasked. **Every design
- decision is the user's.** Your job is to make each decision easy to make.
-
- ## 1. How the interview runs: rounds over the frontier
-
- Think of the design as a tree: each decision unlocks the ones that depend on it. Work it in **rounds**.
-
- - A round asks the **frontier**: every question whose prerequisites are already settled. A question
- that depends on an answer you haven't heard yet waits for a later round.
- - Number every question and give **your recommended answer**, phrased so that "yes" accepts it. A
- tired user should be able to answer a round with "yes to all except 3".
- - Ask **decisions**, never facts. If the answer can be looked up (what a comparable game does, how a
- genre usually prices), send a research agent instead of asking.
- - After each round, recompute the frontier. Stop when it's empty: every branch visited, nothing
- silently assumed.
-
- If a multiple-choice question tool is available (such as `AskUserQuestion`), use it for rounds of up
- to four questions, recommended option first. Otherwise write the round as markdown:
-
- ```
- **Q1. <title>.** <question, with the options if there are any>
- → Recommended: <answer and one line of why>
- ```
-
- ## 2. The tree to cover
-
- Roughly in this order, though the frontier decides. Skip what doesn't apply to this game.
-
- 1. **Seed** — the idea in one line; why the user wants to make it; who the player is; ambition (jam,
- small release, commercial); team size; rough timeline.
- 2. **Genre and comparables** — genre(s) and 3–5 comparable games, each with *the one thing borrowed*.
- 3. **Pitch** — two sentences a stranger understands; the fantasy; the hook.
- 4. **Governing rule** — the one or two rules that decide every cut later, e.g. "theme and mechanic
- are the same idea". Ask for it explicitly; it's the most useful line in the document.
- 5. **Core loop** — the moment-to-moment loop, the session loop, the long loop. How a session ends;
- win and loss.
- 6. **Mechanics** — each system, what the player decides in it, and its exact terms. Every term goes
- in the glossary with one meaning.
- 7. **Progression and economy** — what carries over between sessions, what never does.
- 8. **Content** — what is authored and roughly how much (levels, events, cards, characters).
- 9. **Story and tone** — if there is any; how it is delivered.
- 10. **Art and audio direction** — style (pixel art, low poly, painterly…), camera and resolution, 2–5
- reference games or images with what each contributes, palette mood, audio mood. This feeds the
- `art-direction` skill later, so get concrete references.
- 11. **Platform and business** — engine, platforms, input devices, session length, price model and
- store (itch.io, Steam…).
- 12. **Scope boundary** — what is explicitly out, and ideas parked for later.
- 13. **Risks and open questions** — what could make this not fun, and what is still undecided.
-
- ## 3. Research agents
-
- Dispatch research in the background as soon as a branch needs facts, and keep interviewing on the
- rest of the frontier while they run. Only questions downstream of a running search wait for it.
-
- Typical moments:
- - after **genre and comparables**: how each comparable handles its core loop, what players praise and
- complain about in reviews;
- - after the **pitch**: the market — similar titles on Steam and itch.io, their prices, tags, review
- counts, release years, and what made the successful ones stand out;
- - on a **mechanic**: how two or three shipped games solved the same design problem.
-
- Brief each agent with: the exact question; sources to prefer (store pages, reviews, postmortems,
- GDC talks, wikis); and the return format — at most 300 words, each finding with a link and phrased
- as "borrow …" or "avoid …". If the session has no web access, say so once, and mark any finding
- from memory as unverified.
-
- Bring findings into the next round as context for a question or as the reason for a
- recommendation, never as a wall of text.
-
- ## 4. Suggestions fill gaps; they don't make decisions
-
- When the user has no answer, offer one or two concrete suggestions grounded in research, labelled as
- suggestions. Write a suggestion into the GDD only once the user accepts it. A question the user
- leaves unanswered becomes an `[OPEN]` item with the options and your recommendation, never a quiet
- default.
-
- ## 5. Write the GDD
-
- Use [gdd-template.md](gdd-template.md). Put it at `docs/GDD.md` if a repository exists, otherwise at
- `GDD.md` in the current folder (`setup-godot` moves it into place).
+ # GDD (interactive)
- - Every section carries a marker: `[DESIGNED]` (specified, not built) or `[OPEN]` (needs a
- decision). `[BUILT]` appears later, as features ship.
- - The **amendments** line under the title starts empty. Later reversals are dated there, each with
- its ADR, so the document keeps a visible design changelog.
- - The **glossary** holds every game term with exactly one meaning. Agents will use these words
- literally in code and docs.
- - No file paths, class names or code. The GDD says what the game is, not how it is built.
- - Write in the language the user is writing in, unless they ask otherwise.
+ Load the **`gdd-core`** skill (`game-sdlc:gdd-core` when installed as a plugin) and follow it in
+ **interactive mode**: you run the design interview, research agents look things up while it runs,
+ and **the user makes every design decision**. Your job is to make each decision easy to make.
- Then show a short summary: the pitch, the governing rule, the core loop in three lines, and the
- `[OPEN]` items. Ask the user to confirm it reads right, and fix what doesn't.
+ ## Make answering cheap
- ## 6. Offer the next step
+ - If a multiple-choice question tool is available (such as `AskUserQuestion`), use it for rounds of
+ up to four questions, your recommendation first and labelled "(Recommended)". Otherwise write the
+ round as numbered markdown, so the user can answer "yes to all except 3".
+ - Ask the **governing rule** explicitly ("what decides every cut?"), and push for concrete art
+ references; vague answers here cost the most later.
+ - When the user has no answer, offer suggestions (gdd-core §4). If they still don't decide, it
+ becomes `[OPEN]`, not a guess.
- - **`prototype`** (optional) — try two or three versions of the core mechanic as quick web
- prototypes before committing to one. Recommend it when the core loop is novel or the user is
- unsure it's fun.
- - **`setup-godot`** — create the repository, tools and agent rules for a Godot game. (Only Godot has
- a setup skill so far; for another engine, say so and offer to write the GDD-derived contract by hand.)
+ ## Finish
- ## Later ideas don't come back here
+ Write the GDD (gdd-core §5), then show a short summary: the pitch, the governing rule, the core loop
+ in three lines, and the `[OPEN]` items. Ask the user to confirm it reads right, fix what doesn't, and
+ offer the next steps (gdd-core §6).
- Once the GDD exists, new ideas (from playing the build, other games, playtesters, conversations)
- enter through `feature-planning`, or through `design-change` when they reverse a decision. Don't re-run
- this interview over a living GDD.
+ If the user would rather not answer rounds at all, offer `gdd-handsoff` instead.