Gsp mechanics systems design
Skill mike007jd/game-superpowers/publish/clawhub/gsp-mechanics-systems-design
Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.From its SKILL.md
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
- 4 stars4 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.
SKILL.md
1.0 KB, 186 tokens by cl100k_base, 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
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.
What ships with it: 7 files
5.1 KB alongside SKILL.md
examples/
- usage.md649 B
shared/
tests/
- smoke.md467 B
- CHANGELOG.md217 B
- MANIFEST.yaml2.2 KB
- README.md1.0 KB