unikit-gd-flow

Solid

Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.

API & Backend 16 stars 1 forks Updated 4 days ago MIT

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Quality Score: 84/100

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 — Per-Flow GDD (Authoring & Revision) Own **one flow's design document** at `.unikit/gamedesign/flows/FLOW-<slug>.md` — the **dynamics** axis of the GDD (what the player does over time), alongside the system GDDs (the rules) and `GAME.md` (the whole). This skill owns the **flow zone** (`gd-principles` → Zone Ownership): the **full lifecycle** of a `FLOW.md` lives here — **create** the skeleton, **fill** its placeholders, and **revise** approved content (Tuning / Tweak / Rework) under the delta discipline. There is no separate editor skill. A flow registers **itself**: this skill writes the flow's own `GD-IDS.yaml` `flows:` and `events:` entries and re-renders the `## Flow Map [gen]` / `## Funnel [gen]` blocks in `GAME.md` — there is **no add-flow in `unikit-gd-spec`**. It never authors a system, never edits the `GAME.md` one-pager content, and never adds a system to the roster — those are `unikit-gd-system` and `unikit-gd-spec`. ## 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 stay English. Do not announce the language setting. ## Phase 0 — Bootstrap Silently load — do not narrate: 1. **`.unikit/system/gamedesign/gd-principles.md`*...

Details

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

Similar Skills

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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.

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Data & Documents Solid

unikit-gd-spec

Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

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AI & Automation Solid

unikit-gd-explore

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.

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