Game Concept Clarity Toolkit
Turn a messy game idea into a design your team can actually understand and discuss. This 7-skill bundle extracts the core loop, player fantasy, design pillars, target persona, novelty, and intended emotional experience from your concept, then brings them together into a concise one-page design document. Use it to clarify early concepts, expose hidden assumptions, align a team, or explain what your game is really about.
Works with every agent that reads SKILL.md — Claude Code, Cursor, Codex CLI, Gemini CLI, GitHub Copilot, Windsurf, OpenClaw, and more.
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What's included
7 skillsExtract and audit the repeatable action-feedback-motivation cycle at the heart of your game design.
Extract actionable, constraint-driven design pillars by reverse-engineering game mechanics and systems.
Extract and audit the core player fantasy from game mechanics and loops to ensure emotional coherence.
Extract behavioral player personas and design requirements directly from game mechanics and system loops.
Evaluate game concepts against the novelty spectrum to balance innovation with player expectations.
A framework for defining and aligning the emotional identity, atmosphere, and sensory vibe of game designs.
Generates professional one-page game design documents as Markdown, JSON, and visual dark-theme PDFs.
See it in action
game design core loop extractor
Example session with this skill installed
Analyze the core loop for a top-down extraction shooter where players scavenge a haunted city for 'echoes', fight ghosts using light-based gadgets, and trade echoes for gear upgrades.
- Read your context and instructions
- Compiled the game design core
- Generated the UI component
I have analyzed the mechanics for the haunted city extraction shooter. The design centers on a high-tension resource conversion loop where light serves as both a weapon and a depletable survival resource.
Game Design Core Loop Extraction
Extraction Target
- Top-down extraction shooter (Haunted City / Light-based gadgets)
Extracted Core Loop
Scavenge (Risk) -> Confront (Conflict) -> Harvest (Reward) -> Extract (Resolution) -> Upgrade (Growth) -> Re-enter
Loop Step Breakdown
| Stage | Player Action | Game Response | Renewed Intent |
|---|---|---|---|
| Initiate | Enter city zone | Spawns ghosts/echoes | Pressure to find resources before light fades |
| Action | Use light gadgets to fight | Enemy defeat / Battery drain | Need to finish fight to secure loot |
| Feedback | Collect 'Echoes' | Visual/Audio soul harvest | Greed vs. survival (inventory vs. light) |
| Resolution | Reach extraction point | Gear safety / Meta-progression | Satisfaction of survival |
Loop Drivers
- Tension: The constant drain of light batteries creates a ticking clock.
- Fantasy: The "Ghost Hunter" power fantasy vs. the vulnerability of darkness.
- Reward: Echoes are the only currency for permanent power spikes.
Loop Breaks and Dead Steps
The "Trading" Chore: If the trade-in process at the base requires multiple menu layers or walking between distant NPCs, it becomes a dead step that delays the high-tension re-entry.
Feedback Gap: If light battery drain isn't highly visible, the "reason to continue" feels like a surprise death rather than a strategic choice.
Design Implications
- Strengthen Feedback: Add a flickering light effect as batteries low to increase immediate tension.
- Simplify Base: Automate echo-to-gear conversion to get the player back into the city faster.
Escalate Scarcity: Make light sources rarer as the player carries more echoes to force a choice between greed and safety.
Minimal Loop Fix
Tie light battery life directly to Echo count. The more you carry, the faster your light fades. This forces the "Extract" decision to be a mechanical necessity rather than a player whim.
Next steps
- Define the specific battery drain rate per Echo stack.
- Map the "Upgrade" tree to ensure it directly improves light efficiency.
- Prototype the light-flicker UI feedback.
game-design-core-loop-extractor.tsx
TSX · React component
Example file from a real run - the skill writes it into your workspace.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
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- 2
Unzip into your skills folder
Every agent reads skills from one folder on your machine. Drop the unzipped folder in there.
- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
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