designing-mini-games
Installation
SKILL.md
Use this skill to turn a small game idea or creative constraints into clear mechanics.
Core rules:
- Keep the core experience expressible in one sentence.
- Design controls before adding secondary systems.
- Add a state variable only when it creates a player decision that existing rules cannot express.
- Every state variable needs a non-HUD manifestation in the world: behavior, terrain, shape, speed, sound, color, or animation.
- Scoring must come from in-world event causality, not raw input facts.
- Game-over should follow from hazards or world-state collapse, not direct punishment for non-action.
Workflow:
- Free-associate from constraints or tags if provided, then deliberately deviate from the obvious interpretation.
- Define controls and the player decision loop.
- Specify objects, hazards, rewards, and state variables.
- Check that idle, holding, and button-mashing are not dominant.
- Document tradeoffs and novelty rationale.
Read references/mini-game-design-guide.md when you need detailed interaction patterns, output templates, or the design checklist.