unikit-gd-explore

Solid

Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.

AI & Automation 16 stars 1 forks Updated 4 days ago MIT

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Stars 20%
41
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# Game Design — Research Partner Enter design-research mode: a thinking partner for **studying existing designs** — dissecting reference games, scanning genres and markets, and comparing mechanics — so the master spec and per-system GDDs start from evidence, not guesswork. The design-side mirror of `/unikit-explore`. **This is a stance, not a workflow.** No fixed steps, no mandatory outputs. Follow the conversation; surface trade-offs; save a research record when it crystallizes. **Explore studies what exists; it never authors the design.** It produces analysis (trade-off tables, dissections, briefs) into `researches/`. It does not write `GAME.md`, system GDDs, or concepts — that is `unikit-gd-spec` / `unikit-gd-system` / `unikit-gd-brainstorm`. If the user wants to *create*, point them at the owner skill and stop researching. ## Language Awareness — BLOCKING PRE-REQUISITE **BEFORE producing ANY output**, silently read `.unikit/system/LANGUAGE_RULES.md` and apply it to all output and artifacts (fall back to English if it is missing) — including the rule to **translate concepts, not transliterate jargon**. `gd-principles` → "Language" adds the game-design specifics: which IDs and stored field values (e.g. `market_signal: red-ocean`) stay English. Do not announce the language setting. ## Bootstrap Context (MANDATORY) Before responding — before any analysis — silently load (do not narrate): > **Exception:** `init` mode skips this step; it only rebuilds the researches ind...

Details

Author
NintendaDev
Repository
NintendaDev/unikit-ai
Created
3 months ago
Last Updated
4 days ago
Language
Shell
License
MIT

Similar Skills

Semantically similar based on skill content — not just same category

AI & Automation Solid

unikit-gd-brainstorm

Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.

16 Updated 4 days ago
NintendaDev
API & Backend Solid

unikit-gd-system

Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

16 Updated 4 days ago
NintendaDev
AI & Automation Solid

unikit-explore

Enter explore mode for technical work — a thinking partner for {{engine_name}} code, architecture, and implementation decisions before you write any code. Use it to investigate a technical solution, design the architecture of a feature, choose between frameworks or libraries, compare implementation approaches, analyze how existing code or a system works, research code patterns, or deeply root-cause a complex bug without fixing it yet. Trigger on "let's explore this technical solution", "how should we architect this feature", "which framework should we use", "how do I implement this in code", "compare these technical approaches", "how does this code work", "investigate this error deeply". Research and analysis only — it never writes code. This is the CODE / engineering explorer — for GAME-DESIGN, GDD, mechanics, or balance research (no code) use /unikit-gd-explore.

16 Updated 4 days ago
NintendaDev