game dev first steps

    1

    Transform raw game ideas into actionable, scope-conscious development plans for solo and small indie teams.

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    Claude CodeClaude CodeCursorCursorCodex CLICodex CLIGitHub CopilotGitHub CopilotGemini CLIGemini CLI+20 more

    game dev first steps

    Example session with this skill installed

    I want to make a 2D soulslike platformer with a complex story about a lonely robot. I'm a solo dev with some C# knowledge but no art skills. I want to release this on Steam.

    • Read your context and instructions
    • Compiled the game dev first

    I have analyzed your concept for a 2D soulslike platformer. For a solo developer with your specific skill set, the priority is proving the combat feel before investing in the narrative.

    Idea Snapshot

    • Concept: A 2D precision-combat platformer focused on a robot protagonist.
    • Priority: Dialing in the "weight" of the movement and combat timing.

    Team Reality

    • Team size: Solo.
    • Skill mix: Basic C# coding, minimal art experience.
    • Strengths: Technical logic and control over the game loop.
    • Blind spots: Asset creation (animations, backgrounds) and narrative pacing.
    • Assumptions: You will use an engine like Unity or Godot to leverage your C# knowledge.

    Recommended Development Order

    1. Define Core Action: Map out the robot's dash, attack, and parry mechanics in a grey-box environment.

    Smallest Playable Version: Create one room with one enemy type to test if the "soulslike" difficulty feels fair or frustrating.
    3. Prototype Fast: Use primitive shapes (squares/circles) for the player and enemies.
    4. Validation: Test if the combat loop is satisfying without any story context.
    5. Scope Revision: Determine if "complex story" can be told through environmental cues to save on dialogue systems.
    6. Vertical Slice: Polish one 5-minute gauntlet with final art style (likely minimalist or asset-pack based).

    What to Postpone

    • Narrative Systems: Do not build a branching dialogue tree yet.
    • Art Polish: Ignore custom animations until the hitboxes are finalized.
    • Steam Integration: Achievements and cloud saves should not be touched until the game is 80% finished.

    Biggest Risks

    Asset Gap: "No art skills" is a major bottleneck for a 2D game; you risk spending months on mediocre art instead of gameplay.

    • Feature Creep: Narrative-heavy games often require more content than a solo dev can realistically produce.

    Best Next Steps

    1. Download a basic 2D character controller in your engine of choice today.
    2. Create a "Combat Sandbox" scene with three floating platforms and one stationary target.
    3. Research 2D sprite packs on itch.io or Unity Asset Store to solve your art constraint early.

    Next steps

    • Build your grey-box combat prototype.
    • Define the specific "hook" that makes your robot's movement different from other platformers.
    • Research minimalist art styles like silhouette or low-res pixel art.

    Connects securely to your tools. The creator never sees your data.

    What you get

    Define a lean development sequence to reach a playable prototype faster.Audit game concepts to cut features that lead to solo-developer burnout.Establish clear owner roles for duo and small-team collaborations.Identify specific technical and design risks before starting production.

    About this skill

    The problem

    Beginner and indie developers often get stuck in "analysis paralysis" or waste months building lore and assets before proving their core gameplay is actually fun. Without a clear sequencing strategy, small teams frequently over-scope and abandon projects before reaching a playable state.

    What it does

    • Analyzes game concepts to identify the smallest viable prototype that proves the core loop.
    • Diagnoses scope risks based on team size, skill sets, and intended platforms.
    • Generates a step-by-step development order that prioritizes testing mechanics over content production.
    • Identifies specific features, like multiplayer or complex monetization, that should be postponed to avoid early project failure.

    Why this beats prompting it yourself

    Generic prompts often result in bloated checklists that overwhelm new developers. This skill applies specific constraints based on team composition (solo vs. duo vs. small team) to ensure the advice is finishable, not just theoretical. It focuses on identifying "beginner traps" that standard LLMs typically ignore, such as building custom tech too early.

    Use cases

    • Turning a vague "dream game" idea into a concrete 48-hour prototyping plan.
    • Scaling down a massive RPG concept into a manageable vertical slice for a solo developer.
    • Establishing clear role divisions and handoff points for a new two-person indie team.
    • Auditing a project plan to see which features can be cut to meet a specific release milestone.

    Known limitations

    Does not provide precise time or budget estimates. Focuses on development strategy rather than specific technical implementation or code snippets.

    How to install

    Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.

    ~30 seconds
    1. 1

      Download the ZIP

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      Unzip into your skills folder

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    3. 3

      Ask your agent to use it

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