Design minigame
Turn your coding agent into a full product team — composable skills across research, marketing, product, and process. One install, every editor (Claude Code, Cursor, Codex, Windsurf, Gemini CLI, VS Code).
npx -y skills add hungv47/meta-skills --skill design-minigameAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 13 stars13 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Design a marketing mini-game / interactive — spin-the-wheel, quiz, scratch-card, playable ad, advent-calendar — for engagement, lead capture, or virality. Produces a game-design spec: the mechanic + win condition, the reward economics, the data-capture value exchange, and the conversion funnel. Honest by construction (no fake-win dark patterns). Not for building the game's code (that's an engineering task), nor a static ad/asset (use write-ad / brief-graphic / produce-asset).
SKILL.md
5.5 KB, as published. Nobody here has run it
Design Mini-Game — Interactive Spec Builder
3 agents (mechanic-designer → reward-and-funnel → critic) turn a marketing goal into a playable mini-game spec: one dead-simple mechanic, sustainable reward economics, an honest value-exchange for the data, and the conversion path out. The spec an engineer or a no-code tool builds from. Method: references/agent-manifest.md.
Core question: Is it fun in one action, honest in its odds, and does it hand off to a real next step — or is it a dark-pattern email trap?
Critical Gates — load first
- Serves a marketing goal. Lead capture, engagement, or virality — named, with the metric. A game with no goal is a toy.
- One action to fun. The core loop is one obvious action (spin, pick, scratch). Friction before the first hit of fun kills it.
- Honest by construction. Real odds, real prizes, no fake "you won!" then a paywall. Dark patterns are a hard FAIL (and a legal/brand risk).
- Has a funnel. The game ends in a real next step (claim → email value-exchange → offer), not a dead end or a forced wall.
Before Starting
Apply references/_shared/before-starting-check.md. Resolve via ≤4 Cold Start questions only what's unstated:
| Dimension | Why |
|---|---|
| Game type + the marketing goal | the mechanic + the success metric |
| The reward/incentive | drives participation + the economics |
| Placement (landing / email / social / event kiosk) | constraints + the funnel target |
| Data capture (email? none?) | the value-exchange + compliance |
Mode per references/_shared/mode-resolver.md. budget: standard. --fast → mechanic + funnel sketch, skip the deep reward-economics model; never skips the honesty check (the safety floor). Per the mode-resolver, --fast does drop the critic gate.
Quality Gate — 5 dimensions
Full rubric: references/agent-manifest.md § Rubric.
- Goal fit — the mechanic serves the named marketing goal + metric
- One-action fun — the core loop is instantly playable; minimal pre-fun friction
- Honest mechanics — real odds, real prizes, no dark patterns
- Reward economics — the incentive is enticing AND sustainable (cost/redemption modelled)
- Funnel — a real value-exchange capture + a next step out
Pass ≥35/50 AND no dim 0. FAIL twice → BLOCKED.
Artifact Contract
- Path:
docs/forsvn/artifacts/marketing/design-minigame/[game-type]-[YYYY-MM-DD]-[slug].md. Lifecycle:execution. - Frontmatter (11):
skill,version,date,stack,type,id,review_surface,status,game_type,capture_mode,keywords. - Body: Concept (game + goal + metric) · Mechanic (the loop · win condition · odds) · Reward economics (prizes · odds · cost model · redemption cap) · Funnel (entry → play → capture value-exchange → next step) · Build notes (states, accessibility, anti-cheat) · Critic verdict. Full contract:
references/format-conventions.md.
Routing + Dispatch
Sequential graph (mechanic-designer → reward-and-funnel → critic): references/agent-manifest.md.
Chain Position
Prev: plan-campaign (the campaign the game sits in) OR create-brand. Next: an engineer / no-code tool builds it; measure-results after, on the placement's channel. Re-run: new game type, reward change, goal pivot.
Deference: building the game's code → engineering (out of this stack's scope); a static ad/asset → write-ad / brief-graphic / produce-asset; the campaign → plan-campaign.
Anti-Patterns
references/anti-patterns.md — 7 patterns (fake-win-dark-pattern, friction-before-fun, broken-prize-economics, no-funnel, gambling-regulation-blind, inaccessible, off-brand). Re-read before ship.
Durable Rules (protected)
<!-- SLOW_UPDATE_START --> <!-- No pinned rules yet. Populate via the slow-update workflow (references/_shared/slow-update-fence.md). --> <!-- SLOW_UPDATE_END -->Completion Status
- DONE — mechanic + economics + funnel, honest by construction, critic ≥35.
- DONE_WITH_CONCERNS — delivered; critic 25-34 OR an unresolved prize-cost / compliance unknown (flagged).
- BLOCKED — critic FAIL twice; dark pattern unremovable; goal undefined.
- NEEDS_CONTEXT — no goal or reward; recommend defining the goal + incentive first.
Worked Example
A spin-the-wheel for a launch email-list (real odds, capped prize budget, email value-exchange, the dark-pattern + prize-economics guards): references/examples/minigame-walkthrough.md.