brainstorm
Guides the user through finding and choosing a game concept. Use when the user wants game ideas, a new concept, a game jam idea, or to explore other directions, including dropping the current idea and starting over.
How do I install this agent skill?
npx skills add https://github.com/donchitos/claude-code-game-studios --skill brainstormIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill facilitates game design brainstorming by interacting with the user and other specialized agents. It uses a local shell script to manage configuration and processes user-provided game ideas. Security risks are low and primarily involve a standard surface for indirect prompt injection and the use of local shell commands for configuration resolution.
- Socketpass
No alerts
- Snykwarn
Risk: MEDIUM · 1 issue
- Runlayerpass
1 file scanned · No issues
- ZeroLeakspass
Score: 93/100 · 2 sections analyzed
What does this agent skill do?
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,docs.density,workflow
Resolved above; use as-is. No block → the defaults in .claude/docs/config-resolution.md
(workflow: minimal, review_mode: solo, automation: collaborative, docs.density: terse), and
say that the settings were not read.
Brainstorm
Turns no idea, or a rough one, into a written design the next step builds from. How much it writes
depends on workflow:
minimal: the Lean Brief flow below: a one-pagedesign/game-brief.md, then stop. No discovery questions, pillars, director gates orgame-concept.md, and do not loadreferences/full-concept.md.standardorfull: readreferences/full-concept.mdand follow it. It writesdesign/gdd/game-concept.mdfrom.claude/docs/templates/game-concept.md. Its gates follow.claude/docs/director-gates.md; each director agent is given its own gate file,.claude/docs/director-gates/<gate-id in lower case>.md(cd-pillars.md,ad-concept-visual.md,td-feasibility.md,pr-scope.md), and you do not read those files yourself.
--review in the text typed after the skill name overrides review_mode for this run.
docs.density sets each section's depth: terse = bullets; balanced = with brief rationale;
thorough = rationale and alternatives. Questions follow .claude/docs/automation-modes.md
(collaborative asks, guided asks only for major decisions, autonomous logs and proceeds; the
always-ask categories always ask).
Ask with the question tool. Without one, list the options numbered and end your turn to wait. The question is the last thing in the reply: no advice or lean after it. A skipped or dismissed question is not an answer: ask again in plain text.
Lean Brief flow (workflow: minimal)
A few exchanges, not fifteen: capture the thinking that carries the game on one page, then get to
a playable game. Write from the template .claude/docs/templates/game-brief.md (six required
fields, the rest one line each). If design/game-brief.md exists, read it and refine it instead
of starting over; its In your words section is never rewritten, only added to.
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Concept. From the hint typed after the skill name (or one quick open question if there is none), propose 2 or 3 one-line concepts (verb-first or a mashup of genre and theme), not full concept cards. Ask the user to pick or combine them. This is the one creative question every run asks.
No engine set, at this tier: the pick is the only question. (
engine.nameinproject.yamlabsent, empty orweb.) On the pick, write nothing and say, with the picked concept and their hint in the brackets: "Type/prototype <the picked concept, in their words>to build it: it asks one round of questions, writes the one-page brief from the genre's sheet and builds a playable browser game." End withVerdict: COMPLETE — concept picked; /prototype writes the brief.Go on to step 2 only when they ask to write the brief here first ("write it down", "formalize it", or/start'sFormalize it first). -
Fill the brief in conversation, several fields per exchange:
- In your words: everything the user writes about the game, word for word: the hint, their descriptions, their changes. Never your concept lines; when they only picked one, it holds their hint and which concept they picked.
- Working title: the brief's title line. Offer one from the chosen concept and let the user
change it;
/create-storiesnames the epic folder after it. - Pitch: the excited one-liner.
- Genre, Controls (how you play) and Look (how it looks and sounds, in their words, under Look and references): one line each.
- Question (what a first playable build must answer) and Hooks (what makes it this game and not its genre): propose them from the concept; the user changes them.
- Core loop: the 2 to 4 steps the player repeats.
- Goal & fail state: what the player tries to do, and how they lose.
/create-storiesturns it into acceptance criteria. - Features: the short list that makes it the game, each
[ ](not built yet); each becomes a story. More than 7 items: push back. Say it is too long for an MVP, propose which items to cut (the ones the core loop works without), and keep the brief to 7 or fewer. - Out of scope: what they are deliberately not building (the cut items go here).
- Avoid: every removal in their words ("no combat", "no waiting"), and anything they reject.
- Build order: the riskiest or least proven part first.
- Intent: only from their words or a game they name ("no game over", "a toy, no goal"); usually empty.
- Kill condition (when to drop it), Who it's for / what they feel, Games you love / don't (any number, a word on why each): one line each; offer, don't force.
Mark each field the user did not give (guessed), or (provisional) when they said "you pick". Keep stays empty: it fills after they play.
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Show the filled brief in full. Then ask, as its own question: "Brief is ready. May I write it to
design/game-brief.md?"Yes — write it/Revise a field first. Write only on an explicit yes to this question; agreeing to a cut or saying "go on" is not a yes to the write. On a revision, change the named field, show it before and after, and ask again. Then writedesign/game-brief.md, creating folders as needed. Never writedesign/gdd/game-concept.mdat this tier. -
Next steps. Read
engine.nameinproject.yaml:-
Absent, empty or
web: one step,/prototype: it builds the brief as a playable browser game, after a card of what it will build. Say "Type/prototypeto build it." and do not start it yourself: a typed/brainstormruns its turn on this skill's model, and the build must run on the session's. -
An engine set:
/create-stories: turn the Features list into stories. Atminimalthere is no separate/create-epicsor/sprint-plan; the build order is the plan./dev-story: the first line of game code.
Then one line: "
/prototype --path htmlmakes a browser sketch first; not recommended, since the game is rebuilt in [engine]."
Then one summary line: the pitch, the number of Features, and
design/game-brief.md. End with the lineVerdict: COMPLETE — game brief written; next stop is code. -
If the user stops before the write, say the brief was not written, so it lives only in this conversation.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/donchitos/claude-code-game-studios/brainstorm">View brainstorm on skillZs</a>