By tielur
Game design skills — evaluate mechanics, fun, randomness, appeal, scope, levels, polish, playtesting, and more
Use when the user wants feedback on whether a game design has both appeal and engagement, including evaluating visual appeal, premise, game feel, retention mechanics, and whether the game will attract AND keep players.
Use when the user wants feedback on game balance, including whether options, characters, or strategies are balanced, how to interpret balance data, or whether a balance problem is actually a design problem
Use when the user wants to identify design conflicts that cannot be solved in a game, detect conflicting player promises, evaluate two mechanics or goals that fight each other, or determine whether a design problem is cursed and needs workarounds rather than solutions
Use when the user wants help finding the fun in a prototype, pivoting a game's direction based on playtesting, deciding what to keep or cut after prototyping, or using emergent design methodology, including rapid prototyping, following the fun, and recognizing when bugs or unintended behaviors should become features
Use when the user wants feedback on a game's economy, resource system, currency design, crafting system, loot tables, or progression pacing, including evaluating resource flow, sinks and sources, currency depth, and whether the economy creates meaningful decisions
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A Claude Code plugin marketplace for game design skills — covering mechanics, programming, narrative, art, audio, and everything in between. Engine-agnostic.
/plugin marketplace add tielur/claude-game-studiokit
/plugin install game-design@claude-game-studiokit
game-design plugin includes the following skills:
| Skill | Description |
|---|---|
| fun-review | Evaluate mechanics and ideas for fun, including incentive loops, tension, clarity, surprise, and flow. |
| playtest-plan | Plan a playtesting approach, including testing types, observation methods, structured feedback, and tester recruitment. |
| randomness-review | Evaluate how randomness is used, including input vs output, controlled variance, info flow, and fairness. |
| appeal-engagement-review | Evaluate whether a game has both appeal (why someone clicks) and engagement (why they keep playing). |
| cursed-problems | Identify design conflicts that cannot be solved, including conflicting player promises and workaround strategies. |
| idea-validation | Evaluate whether a game idea is worth pursuing, including the Idea Iceberg, fantasy-first thinking, and pitch testing. |
| level-design-review | Evaluate level designs for player flow, challenge pacing, environmental storytelling, and teaching through play. |
| playtesting-strategy | Plan or evaluate playtesting approaches, including Kleenex vs deep testing, feedback methods, and finding testers. |
| polish-review | Evaluate visual identity, audio design, typography, and overall aesthetic coherence. |
| scope-review | Evaluate whether a game's scope is achievable, including feature cuts, team capabilities, and risk factors. |
| economy-review | Evaluate resource systems, currency design, crafting, and loot tables for meaningful decisions and balanced flow. |
| design-discovery | Guide emergent design through rapid prototyping, including following the fun, recognizing bugs-as-features, and pivot decisions. |
| feedback-loop-review | Evaluate how feedback loops work in a game design, including positive/negative loops, snowballing, rubber-banding, and mixed incentives. |
| tutorial-review | Evaluate how a game teaches players, including tutorial design, onboarding flow, environmental teaching, and implicit vs explicit systems. |
| mechanics-review | Evaluate whether a game mechanic is well-designed, including depth, interaction quality, isolation testing, and transplant risks. |
| balance-review | Evaluate game balance, including interpreting balance data, the warping effect test, and whether a balance problem is actually a design problem. |
npx claudepluginhub tielur/claude-game-studiokitGenerate technical diagrams, architecture visuals, and layered illustrations as SVG files with an HTML export wrapper for PNG download.
遊戲設計與關卡平衡
遊戲企劃 GDD 文件
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 44-tool MCP bridge to the local desktop app.
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A game development scaffold for Claude Code with layered rules, specialized agents, reusable skills, workflow commands, contexts, hooks, and engine-isolated packs for Unity, Unreal, and Godot.