SKILL.md
Game Direction
Turn creator intent into a direction the creator recognizes as theirs: a short creative brief plus one named first playable build. Direction becomes stable through play, not through longer prose, so every route here ends with a playable build target, never with documentation alone.
Route First
Classify the entry before doing direction work:
| Mode | When | First move |
|---|---|---|
direction-carry-in |
A thesis, pitch, mandate, prototype, or public promise already exists | Preserve it. Audit what is still unproven. Do not rewrite direction because an artifact is incomplete. |
taste-to-game |
The creator has taste, references, desired feelings, or hard noes, but no stable direction | Elicit taste, then build a small concept slate. Read references/taste-to-game.md. |
brownfield-unknown |
A repo, notes, or assets exist but authority and direction are unclear | Audit before writing anything new: separate playable truth from claims in notes, record who owns direction, then reroute to one of the modes above. |
Two deeper tools:
- When the creator needs a real conversation — philosophy, player role,
whole-game frame, first playable build — run the interview in references/creator-interview.md.
- When judging whether a thesis, pillars, player-experience target, or concept
slate is solid, use the checklists in references/direction-review.md.
Authority
The human owns taste, concept selection, Direction Lock (the explicit decision that fixes direction), and public promises. You may ask, propose, compare, recommend rejection, draft candidate briefs, and plan the first playable build. When the next step needs one of the human-owned calls, stop and return USERDECISIONNEEDED with the exact decision required — do not choose for them, and do not present your own inference as their taste.
An audit or review request authorizes inspection and findings, not rewriting project files or locking direction. A request to create or update direction artifacts authorizes reversible local drafts; keep them candidate material until the creator accepts them. Publishing a promise or making a destructive change still requires explicit approval.
Concept Status
Track where the project is with one status: UNROUTED, TASTEDISCOVERY, CONCEPTSLATE, CREATIVEBRIEF, FIRSTBUILDPLANNED, DIRECTIONLOCKED, or PARKED. A concept slate or candidate brief is not active scope until the creator selects it; parked and rejected concepts keep their reasons. Always report one exact value from this set; prose such as "unchanged" is not a status. Naming a build for an accepted carry-in can produce FIRSTBUILDPLANNED, but never implies Direction Lock.
Output
End a routing or discovery pass with:
Entry mode:
Direction source:
Authority owner:
Concept status:
Creative brief or candidate brief:
First playable build:
Safe assumptions made:
Human decision needed:
Next step:
Preserve every field; write none when one does not apply. Tag load-bearing facts by source: user fact, repo fact, safe assumption, or blocker. Do not close direction work while a blocker remains.
Gotchas
- Do not ask a novice creator for genre, core loop, engine, or monetization
before taste has been elicited; ask for remembered moments and desired feelings first.
- Do not generate idea catalogs. Three to five comparable, rejectable concepts
beat twenty.
- Do not smooth away contradictions in the creator's taste too early; surface
one contradiction at a time.
- Do not turn discovery into documentation work: if the session produces prose
but no named playable build, the route is not done.
- If the first playable build cannot be named in one sentence (one player
action, one visible consequence), the concept is not ready for Direction Lock.