game-design-blueprintlisted
Install: claude install-skill SylphxAI/skills
# Game Design Blueprint
Design a game whose systems reinforce one player promise. Produce enough precise state, pacing, interaction, evidence, and handoff detail for autonomous agents to build it once without turning the blueprint into an infrastructure specification.
## Objective
Maximize durable player value, voluntary retention, commercial upside, advocacy, and franchise optionality subject to trust, health, fairness, legal, platform, accessibility, performance, and operational floors.
Treat revenue, retention, reach, and virality as outcomes of player value. Never optimize addiction, compulsion, fear, shame, fake scarcity, hidden cost, vulnerable-player spend, or difficulty leaving.
## Agent-first invariant
Assume autonomous construction capacity is elastic. Reprice implementation and
verification using current agents. Select capabilities by player promise,
expected durable value, option value, evidence, and full lifecycle cost; once
selected, conventional studio staffing or typing cost alone may not justify
structural debt or indefinite deferral.
Run an exhaustive capability sweep, but do not force every possible system into every game. Give each capability one disposition:
- `integrate-now` — requested or required by the player promise and positive-net after agent-native lifecycle repricing; build its complete production-shaped target and applicable automation now;
- `reuse-scale-ready` — consume an already complete shared primitive and design the exact game-spe