--- name: game-idea description: Turn a vague game concept into a testable concept - player fantasy, hook, genre and audience, game pillars, scope, and a one-page concept. Covers ideation prompts, comparing candidate ideas, and cutting scope before design starts. Load when starting a new game, brainstorming concepts, writing a one-page concept, choosing between ideas, or defining pillars. --- # Game idea First skill in the chain: `game-idea` -> `game-design` -> `mechanic-design` -> `systems-design` -> `progression-design` -> `level-design` -> `balance`. ## Purpose Produce a concept small enough to evaluate and specific enough to design from. Decide whether the idea is worth designing before investing in it. ## Inputs - Seed (theme, feeling, reference game, constraint, or audience). - Constraints: the user's available time and skills (a solo developer), platform, budget. - Known preferences or things to avoid. ## Framework 1. **Player fantasy**: what the player gets to be or feel ("a lone scavenger outwitting a hostile station"). Write it in one sentence. 2. **Hook**: what makes it different from the closest existing games. If there is no difference, find one or accept it is a refinement. 3. **Audience and context**: who plays, on what device, in sessions of what length. 4. **Genre and comparables**: name 2-3 reference games and state what you take from each and what you reject. 5. **Pillars**: 3-4 short statements that decide design arguments later. A pillar must be able to say no to a good feature. 6. **Core loop sketch**: the repeated action-feedback-reward cycle in one line (detail comes in `game-design`). 7. **Scope**: smallest version that delivers the fantasy (a vertical slice), plus explicit cuts. 8. **Risks**: the riskiest assumption (is it fun? is it buildable?) and the cheapest way to test it, such as paper prototype or toy. ## Output ``` # Fantasy: Hook: Audience / platform / session length: Comparables: Pillars: 1) ... 2) ... 3) ... Core loop (one line): Scope: in <...> / out <...> Riskiest assumption + test: Decision: proceed | revise | drop ``` ## Worked example Running example used across the game skills: Lanternfall. ``` # Lanternfall Fantasy: A lone lamplighter keeps a drowning underground city alive by carrying the last light through the dark. Hook: Your light is both your health and your tool, so every use of it is a bet. Audience / platform / session length: Players who like tense, short runs; PC; 20-30 minutes. Comparables: Darkest Dungeon: take stress and dread, reject party management. Hades: take run structure, reject heavy narrative branching. Pillars: 1) Light is scarce, so every choice costs. 2) The dark is readable, never cheap. 3) Each run ends in a story worth retelling. Core loop (one line): Spend light to push into the dark, find fuel, decide whether to go deeper. Scope: in 1 district, 3 enemy types, 4 lantern tools / out crafting, multiplayer, voiced story. Riskiest assumption + test: "Light as health makes choices tense." Paper test with tokens, 5 players. Decision: proceed ``` ## Candidate comparison and pillar test Score 2-3 candidate ideas 1-5 on each row, then pick on the evidence, not on attachment. ``` Criterion | Idea A | Idea B | Idea C Fantasy is vivid | | | Hook is distinct | | | Fits one person and timeline | | | Testable in a week | | | ``` Pillar test: take a feature you love and ask which pillar it serves. If none, cut it or write it down as a candidate pillar and argue for it openly. Scope reality check: list what one person can ship in the stated time, then halve it. ## Quality checklist - Fantasy and hook each fit in one sentence. - Each pillar could reject a plausible feature. - Scope fits the stated constraints. - Riskiest assumption has a concrete, cheap test. ## Anti-patterns - Feature list instead of an experience. - Pillars that are generic ("fun", "polished"). - "Like X but better" with no stated difference. - Scope sized to the dream, not to one person's capacity. - Designing systems before the fantasy is agreed. - Treating a comparable as a plan: "it worked for them" is not evidence it works here. - Falling in love with the first idea and never scoring an alternative. ## Ready for the next skill - [ ] One-page pitch filled in, with a proceed decision. - [ ] Pillars survived the pillar test against at least one tempting feature. - [ ] The prototype question is written down with a pass/fail signal. - [ ] The fantasy fits in one written sentence a stranger could restate; if unsure, ask the user to try it on one outside tester. ## Handoff Approved concept goes to `game-design` for loop, target experience, and playtest plan.