Gsp mechanics systems design
Skill mike007jd/game-superpowers/skills/gsp-mechanics-systems-design
Skills-first game development superpowers for Claude Code and Codex: build, audit, polish, and productionize game projects with reusable Agent Skills.
npx -y skills add mike007jd/game-superpowers --skill gsp-mechanics-systems-designAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 5 stars5 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
Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.
SKILL.md
1.3 KB, as published. Nobody here has run it
Game Mechanics Systems Design
Goal
Turn the concept into a concrete systems design that game developers can reason about and extend.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present systems design in conversation.
- minimal or full: write
docs/game-studio/system-design.md.
Use:
../../shared/templates/system-design.md../../shared/reference/game-dev-abstractions.md
Spec-driven compatibility
When gsp-spec-driven-planning is active:
- persist the systems design into
changes/<change-id>/design.md - consolidate UX, feedback, and systems decisions into the same design file instead of scattering them across unrelated docs
Cover
- primary and secondary verbs
- core loop and loop exits
- state model
- encounter / obstacle / challenge model
- progression or meta progression
- save / persistence boundaries
- sound ownership and feedback ownership
Important
Prefer game-native concepts such as GameManager, StateMachine, EncounterDirector, HUDFlow, and SoundLayer.
Do not let runtime-specific jargon replace actual game design clarity.