Unikit gd explore
AI-Powered Code Toolkit for Game Engines
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Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.
SKILL.md
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Game Design — Research Partner
Enter design-research mode: a thinking partner for studying existing designs —
dissecting reference games, scanning genres and markets, and comparing mechanics —
so the master spec and per-system GDDs start from evidence, not guesswork. The
design-side mirror of /unikit-explore.
This is a stance, not a workflow. No fixed steps, no mandatory outputs. Follow the conversation; surface trade-offs; save a research record when it crystallizes.
Explore studies what exists; it never authors the design. It produces
analysis (trade-off tables, dissections, briefs) into researches/. It does not
write GAME.md, system GDDs, or concepts — that is unikit-gd-spec /
unikit-gd-system / unikit-gd-brainstorm. If the user wants to create, point
them at the owner skill and stop researching.
Language Awareness — BLOCKING PRE-REQUISITE
BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md
and apply it to all output and artifacts (fall back to English if it is missing) —
including the rule to translate concepts, not transliterate jargon.
gd-principles → "Language" adds the game-design specifics: which IDs and stored
field values (e.g. market_signal: red-ocean) stay English. Do not announce the
language setting.
Bootstrap Context (MANDATORY)
Before responding — before any analysis — silently load (do not narrate):
Exception:
initmode skips this step; it only rebuilds the researches index.
.unikit/system/gamedesign/gd-principles.md(the core) — the collaborative protocol, the one-way design→code boundary, and the language rules. Plus, from the samegamedesign/folder, the shards the internal-design lens leans on:gd-critique.md(the critique stance — diagnose, don't prescribe — and the Handoff Tail contract: when a run ends in a runnable command, that command is the last block of the reply, icon in front, nothing after it) andgd-provenance.md(provenance markers are for imports only; explore-seeded drafts stay untagged). This skill applies it. If missing, warn (unikit-ai update) and continue with the protocol summarized above..unikit/gamedesign/GD-IDS.yamlandGAME.md(incl. its## System Map [gen]render) (if they exist) — the current design, so research is grounded in this game's pillars and systems rather than generic theory. Absent → this is pre-spec research; proceed. Schema guard: ifGD-IDS.yamlis a pre-v2version: 1registry, do not read it for grounding — emit a loudWARN [design] GD-IDS.yaml is version 1 (pre-v2 layout); design grounding skippedand proceed as pre-spec research (the v2 clean break has no automatic migration; upgrade via/unikit-gd-spec)..unikit/memory/gamedesign/RULES_INDEX.md— load core domain rules on demand byLoad Whenfor the topic (e.g.frameworksfor an MDA dissection,economyfor an economy study,player-motivationfor an audience scan). Obey the index's Rule-Loading Discipline: load byLoad When, load a reference only from its parent rule's> **References**:, and never glob the memory tree (.unikit/memory/gamedesign/**) to discover rules..unikit/DESCRIPTION.md/.unikit/ROADMAP.md(optional) — project constraints and milestones; routing context only..unikit/gamedesign/researches/INDEX.md(optional) — prior researches; check for related work before starting fresh.{{skills_dir}}/{{self_name}}/references/market-scan.md— the market-research engine (the how of a scan). Load it only when the prompt carries market intent — the "Market lens — when it engages" section below classifies this. A design-only prompt does not load it; this keeps reference dissection lean.{{skills_dir}}/{{self_name}}/references/internal-design-lens.md— the own-design research engine (the deep-read protocol, the domain→rules table, the options form, the open-questions registry + closure pass, the two brief blocks, and the research tags). Load it only when the prompt carries internal-design intent — improving an existing system or working out a new mechanic for this game — as the "Internal design lens — when it engages" section below classifies, or when the argument is areviews/*_review-*.mdfile (research-bucket mode — see "Research-bucket mode" below; each research finding is developed through this same engine) or aRECON.mdfile (RECON-input mode — the pre-GDD carve-out where the reconstruction is the candidate design surface; see "RECON-input mode" below). When the lens engages, also deep-read the target per that engine (GAME.md + its## System Map [gen]+ GD-IDS + the targetSYS-<slug>.mdA–K + the Depends-neighbours' D/F).{{skills_dir}}/unikit-gd-recon/references/code-recon.md— the sharedcode → design-factengine, owned byunikit-gd-reconand read here (the same provider-owns-spec pattern by whichunikit-gd-brainstormreads this skill'sdelegation-contract.md). Load it only when the code-grounded lens engages (the prompt asks how something is built in this project's code — see "Code-grounded lens — when it engages"). It supplies the extraction heuristics (engine inference, P0 systems / P1 content, the per-factconfidence+ source-pointer +provenance: extracted from coderecord).
One-way boundary (with the code-lens exception): the authoring zones never read
code, but this skill is a read-only research verb — its code-grounded lens
(below) does read project source and asset definitions to ground an in-flight design
slice, the same sanctioned third exception unikit-gd-recon uses (gd-principles →
One-Way Boundary). Outside that lens, do not read .unikit/code/ or build artifacts.
Web research is allowed here (market and reference scans — gd-principles).
Parallel investigation
For broad topics, launch inline Agent(subagent_type: Explore) agents to
gather reference material in parallel (one per game/genre/angle), then synthesize:
Agent(subagent_type: Explore, model: sonnet, prompt:
"Research <game/genre/mechanic>. Report: core loop, key systems, the standout
design choices and the trade-offs they make. Cite sources. Be concise — a
structured summary, not raw dumps.")
Fallback: if the Agent tool is unavailable, use WebSearch / WebFetch
directly. Agents and web fetches are read-only advisors — they never write files.
When this skill is itself running as a spawned subagent (serving a brainstorm
delegation — see "Serving a brainstorm request"), prefer direct WebSearch /
WebFetch over a nested Agent(subagent_type: Explore): nested spawning from
inside a subagent is unreliable.
The Stance
- Analytical, not generative — explain why a design works, name the
trade-off it makes; ideation belongs to
unikit-gd-brainstorm. - Evidence over opinion — cite the game, the mechanic, the source; a claim with no reference is a hypothesis, mark it as one.
- Visual — use ASCII diagrams and comparison tables liberally.
- Grounded — anchor every finding to this game's pillars/systems when a design exists, or to the stated research question when it does not.
What You Might Do
Reference dissection (MDA backwards). The core technique: take a reference game and read it mechanics → dynamics → aesthetics — from the rules and systems (mechanics), to the runtime behavior they produce (dynamics), to the felt experience (aesthetics). This reveals why a design feels the way it does and what is portable versus incidental.
MECHANICS → DYNAMICS → AESTHETICS
(rules, systems) (emergent behavior) (the felt experience)
card draft + energy → deckbuilding tension → Challenge, Expression
permadeath + meta → run-to-run escalation → Discovery, Submission
"What to borrow: <portable mechanic>. What is incidental: <bound to its IP/scope>."
Genre / market scan. Survey how a genre solves a problem — the spread of approaches, the conventions players expect, the saturated vs open niches. When the prompt is commercial (viability, audience, competition, demand, platform-fit), this becomes a full market scan — see "Market lens — when it engages" below.
Mechanics comparison. Build trade-off tables (each option × axes like depth,
readability, dev-cost, retention, audience). Recommend a path only if asked
(gd-principles anti-anchoring).
Surface risks & unknowns. Name what a design choice would cost, what is unproven, what needs a prototype.
Market lens — when it engages
The market lens is inferred from the prompt, never a flag — argument-hint
stays free-form. Classify the request by its signals:
| Signal class | Triggers (examples) |
|---|---|
| Viability | "is there a market", "will it sell", "worth making", monetiz* |
| Discoverability / audience | discoverability, wishlists, "who buys this", audience, reachable players, TAM |
| Competition / saturation | competitors, comparables, "saturated", red ocean, white space, differentiation |
| Demand | demand, "do players want this", "are they asking for it" |
| Platform / store | Steam tags, store page, genre fit on a platform |
Decision rule:
- Market signals present → market lens ON: load
market-scan.mdand run its techniques alongside (or instead of) MDA dissection. - Only design signals (a game name / URL / "break down the combat" / "compare
mechanics" / pure MDA) → MDA dissection;
market-scan.mdis not loaded. - Both → run both lenses.
Tie-breaker (genuine ambiguity only). When the prompt is clearly a decision question but the cut is unclear and the two readings mean materially different work, ask one question — not one per ambiguous prompt:
AskUserQuestion: What kind of read do you want?
Options:
1. Design dissection (recommended)
2. Market viability
3. Both
"Always run both lenses" is rejected — it breaks the conditional load. This tie-breaker is skipped entirely in subagent mode (next section).
Internal design lens — when it engages
The third lens points inward — at this game's own design — rather than at a
reference game (MDA dissection) or the market. It engages when the prompt asks to
improve a system already in the GDD or to work out a new mechanic for the game. Like
the market lens it is inferred from the prompt, never a flag. The engine — the
deep-read protocol, the domain→rules table, the options form, the open-questions
registry + closure pass, the two brief blocks — lives in
references/internal-design-lens.md; this section is the switch.
| Signal class | Triggers (examples) |
|---|---|
| Improve an existing system | "improve our combat", "доработать баланс боя", "tune our economy design", "rethink the status system", "make X deeper" |
| New mechanic for this game | "research a crafting mechanic for us", "проработать новую механику", "what new system could serve PIL-2", "explore a mechanic to add" |
| Close a design question | "work through the open question on X", "resolve the trade-off in SYS-y" |
| Improve an existing flow | "improve the onboarding", "fix the first-session pacing", "rework this flow's guidance", "доработать прогрессию" |
| New player-facing flow | "design the first-session flow", "map a new player sequence for us", "what flow would serve PIL-2" |
| Improve existing content | "improve our item catalog", "rework the loot schema", "доработать каталог предметов", "rethink the CT-item fields" |
| New content area | "design the item types for us", "what content schema would serve SYS-inventory", "plan a new catalog of enemies", "проработать каталог контента" |
The tell is the possessive frame — our / this game / SYS-id / a pillar — which separates this lens from dissecting someone else's game.
Decision rule:
- Internal-design signals present and
GAME.mdexists → internal lens ON: loadinternal-design-lens.md, deep-read the target, run the lens flow. - Combinable. The lens runs alongside MDA dissection (dissect a reference to inform our design) and the market lens (is the improvement worth it commercially) — load whichever the prompt also triggers.
- No
GAME.mdyet → this is not internal design but pre-spec research → point at/unikit-gd-brainstorm(a whole new game) or/unikit-gd-spec(start the master spec); do not load this engine. Exception — the RECON carve-out: when the argument resolves to aRECON.mdfile, the reconstruction is the candidate design surface, so the lens does engage even with noGAME.md— run "RECON-input mode". - No internal signal (a reference name / "break down X" / a market question with no "our/this game" framing) → internal lens OFF.
Read-only — say it on entry. When the lens engages, state once that this is research: "I'll work this through and hand you a brief — I won't edit the GDD; the change goes through the routed skill." Repeat the boundary at handoff.
3-way handoff routing (explore reads the target's state — the user does not pick).
Read the target's doc_status from GD-IDS.yaml (the ## System Map [gen] render
mirrors it), then recommend the one command that fits. Each route is a single
recommended command; the routed skill carries its own next hop.
Target state (doc_status) | Recommended route |
|---|---|
no doc / not-started | /unikit-gd-spec (add-system) — it offers the active seam onward to /unikit-gd-system |
skeleton (placeholders) | /unikit-gd-system (fill the placeholders) |
detailed | /unikit-gd-system (record the delta) |
The brief carries the block the route consumes (see "Saving Research Results" →
mode-aware blocks). For several targets, hand off an ordered list of calls,
dependency-sorted (internal-design-lens.md → "Multi-target order").
Flow targets collapse to one route (no add-flow). A flow registers itself, so
its doc_status does not fork the route the way a system's does — every flow state
(no doc / not-started / skeleton / detailed) routes to
the same owner, /unikit-gd-flow (it creates, registers, fills, and revises). This
is not a 3-way mirror of the system table — there is no /unikit-gd-spec add-flow
step:
Target state (doc_status) | Recommended route |
|---|---|
any flow state (no doc … detailed) | /unikit-gd-flow |
The brief block is ## Flow Feature Plan (no doc / not-started / skeleton — needs
seeds) or ## Flow Improvement Plan (detailed — a delta). A
GOAL that needs a missing system still routes that system through
/unikit-gd-spec add-system, but the flow itself always goes to /unikit-gd-flow.
Content targets collapse to one route (no add-content). A content type registers
itself, so — like a flow — its doc_status does not fork the route: every content
state (no doc / not-started / skeleton / detailed) routes
to the same owner, /unikit-gd-content (it creates, registers, fills, and revises
the schema). There is no /unikit-gd-spec add-content step:
Target state (doc_status) | Recommended route |
|---|---|
any content-type state (no doc … detailed) | /unikit-gd-content |
The brief block is ## Content Feature Plan (no doc / not-started / skeleton — needs
seeds) or ## Content Improvement Plan (detailed — a schema
delta). A belongs_to that needs a missing system still routes that system through
/unikit-gd-spec add-system, but the content type itself always goes to
/unikit-gd-content.
Code-grounded lens — when it engages
The fourth lens grounds a design slice against this project's own code — when the
question is not "how does another game do this" (MDA) or "is it worth it" (market) but
"how is our X actually built?". It is the post-GDD, targeted counterpart to
unikit-gd-recon: where recon is a strictly cold-start, whole-project bootstrap (no GDD
yet → one passive RECON.md), this lens runs when a GDD already exists and reads only
the slice the prompt names, to inform an in-flight design decision. Like the other
lenses it is inferred from the prompt, never a flag, and it combines with the
internal-design lens (read the design intent and the code reality together).
| Signal class | Triggers (examples) |
|---|---|
| How is our X built in code | "how is loot actually wired in the code", "what does our combat system really do", "как в коде устроен инвентарь" |
| Reconcile design vs implementation | "does the code match the combat GDD", "what fields does the item asset actually have", "is the economy in code the one we designed" |
| Ground an improvement in reality | "improve our loot — but check how it's built first", "before we retune, what's the code actually doing" |
The tell is a possessive frame pointed at the implementation — our code / how it's built / what the asset actually has — separating it from MDA's "another game".
Decision rule:
- Code-grounded signal present and
GAME.mdexists → code lens ON: loadunikit-gd-recon/references/code-recon.md, scan only the named slice withAgent(subagent_type: Explore)(fallback: inlineGlob/Grep/Read), and fold the code findings into the brief. - No
GAME.mdyet → this is the cold-start case → do not use this lens; point at/unikit-gd-recon(whole-project reconstruction) instead. Recon owns cold start; this lens owns the in-flight slice. - No code-grounded signal → code lens OFF (it never reads code uninvited).
Read-only and code-provenance-tagged. This lens reads code; it never edits the
GDD and never writes code. Facts it lifts directly from code into the brief carry
provenance: extracted from code (review holds them ≥ Major — gd-provenance), exactly
as a RECON.md would; the designer's own options and reasoning in the same brief stay
untagged. This keeps the two read-only research verbs symmetric — code-origin is
tagged identically whether recon or this lens surfaced it. Say it on entry, as the
internal-design lens does: "I'll read how it's built and hand you a brief — I won't edit
the GDD or the code." Its routing is the internal-design lens's (the slice's
doc_status picks the owner); in subagent mode every interactive AskUserQuestion
is bypassed, the same as the internal-design lens.
Input modes — develop a review file or a RECON reconstruction
Two argument shapes put this skill into an input mode: it consumes a specific file
the pipeline hands it, develops it through the internal-design lens
(references/internal-design-lens.md), and ends with one handoff command (the
Handoff Tail contract — gd-critique). Both are read-only on the GDD; the
subagent-mode bypass applies (no interactive closure-pass questions when spawned). Load
the matching body on demand — do not keep both in context:
| Argument resolves to | Mode | Reference body |
|---|---|---|
an existing reviews/*_review-*.md file | Research-bucket mode — develop a unikit-gd-review report's ## Research bucket in place (promote each decided finding into ## Apply-ready), then recommend /unikit-gd-apply reviews/<file>.md | {{skills_dir}}/{{self_name}}/references/mode-research-bucket.md |
a RECON.md file | RECON-input mode — develop a unikit-gd-recon cold-start reconstruction (the pre-GDD carve-out), save the research as usual + a ## Explorations backlink, then recommend /unikit-gd-spec <RECON.md> import | {{skills_dir}}/{{self_name}}/references/mode-recon-input.md |
Both write into a file this skill does not own (the reviews/*_review-*.md report;
RECON.md) — the sanctioned cross-skill writes recorded in Ownership below.
Serving a brainstorm request (subagent mode)
unikit-gd-brainstorm delegates market validation to this skill by spawning it as a
subagent. This section is the SKILL-level switch. Detect delegation by the canonical
marker — the prompt contains, verbatim, on one line:
"Return the brief into this session as text; do not save any files."
Detection is by this exact phrase, not a loose reading. On a match, load
references/delegation-contract.md (this skill's own spec — provider-owns-spec; the
engine behavior is references/market-scan.md → "Subagent mode") and follow it: run
deterministically, bypass every interactive AskUserQuestion (the lens
tie-breaker above, the save-offer under "Saving Research Results", and the
internal-design / code-grounded closure passes — a subagent would hang on any prompt),
run the market lens (per-concept market_signal + validation_confidence +
evidence), and return the brief into the session as text — save no file (skip the
save step; the calling session owns persistence). Prefer direct WebSearch /
WebFetch over a nested Agent(subagent_type: Explore) (see "Parallel investigation").
Saving Research Results
When the conversation crystallizes, offer to save (never auto-save) — then load
{{skills_dir}}/{{self_name}}/references/save-research.md and follow it. That body
holds the artifact templates (RESEARCH_RESULT.md with its Target: / Kind:
discovery tags, RESEARCH_BRIEF.md), the Next Steps routing table, and the
researches/INDEX.md update format. When the research came from the internal design
lens, the brief gets the one mode-aware block matching the resolved route — the
block field lists live in references/internal-design-lens.md → "Mode-aware brief"
(the single source of truth; do not duplicate them).
Init: Rebuilding the Researches Index
When the argument is exactly init, load
{{skills_dir}}/{{self_name}}/references/init-index.md and follow it — a maintenance
command (no exploration) that syncs .unikit/gamedesign/researches/INDEX.md with the
directory (keep / remove / add entries, carry any Target: tag), reports
Kept N · Added N · Removed N, then STOPs.
Ending
No required ending. It might flow into a saved research, into
/unikit-gd-spec / /unikit-gd-brainstorm, or just provide clarity. When things
crystallize, you might summarize the findings — but the thinking is often the value.
Ownership Boundaries
- Owns:
.unikit/gamedesign/researches/—RESEARCH_RESULT.md,RESEARCH_BRIEF.md, and the researchesINDEX.md. - Owns (spec):
references/delegation-contract.md— the brainstorm→explore contract. This skill is its provider; brainstorm reads it as the interface. Keep its canonical marker and brief field-list in sync withreferences/market-scan.md. - Internal design lens (read-only). The lens (
references/internal-design-lens.md) deep-readsGAME.md/GD-IDS.yaml(+ its## System Map [gen]/## Flow Map [gen]/## Content Map [gen]renders) / system docs / flow docs / content-type docs and hands off a brief — it never writes the GDD, and it never writes theresearch:pointer intoGD-IDS.yaml; that pointer is owned by the registering zone (unikit-gd-specadd-system for a system,unikit-gd-flowfor a flow,unikit-gd-contentfor a content type — there is no add-flow / add-content). Explore only tags its own research (Target:/Kind:). - Read-only:
GAME.md,GD-IDS.yaml, systems, flows, content types, concepts — route any design change to its owner skill, never edit them here. - Research-bucket mode (in-place promotion). Developing a
unikit-gd-reviewreport's## Researchbucket turns each open finding into a decided edit and promotes it in place — moving the line into the report's## Apply-readybucket (reformatted asRF-<date>-n · <target> · Fix (entailed): <edit>) and appending the worked-out brief — then recommends the single file command/unikit-gd-apply reviews/<file>.md(printed, never invoked: there is noSkilltool here). This in-place promotion is a sanctioned write into a file this skill does not own: thereviews/*_review-*.mdreport belongs tounikit-gd-review. It writes nothing else — not the GDD, notresearches/(this review-file mode never opens aresearches/folder). - RECON-input mode (research + backlink). Developing a
unikit-gd-reconRECON.md(the pre-GDD carve-out) saves the research the normal way (researches/<date>_<slug>/) and appends aresearch:backlink into RECON.md's## Explorationssection — a sanctioned write into a file this skill does not own (RECON.mdbelongs tounikit-gd-recon), limited to that section. It then recommends/unikit-gd-spec <RECON.md>import. This is the asymmetry with review-file mode: a review file is mutated in place (noresearches/); RECON.md is durable, so the research is saved as usual and only a pointer is written back. - Code-grounded lens (read-only). When the code lens engages, this skill reads
project source and asset definitions — the sanctioned third exception to the one-way
boundary (
gd-principles), shared withunikit-gd-recon. It reads only the named slice (post-GDD), folds code findings into a brief taggedprovenance: extracted from code, and never edits the GDD or the code. Cold-start, whole-project reconstruction isunikit-gd-recon's, not this lens's. - Not this skill: generating new concepts →
unikit-gd-brainstorm; authoring the spec/systems/flows/content →unikit-gd-spec/unikit-gd-system/unikit-gd-flow/unikit-gd-content; cold-start code reconstruction →unikit-gd-recon. - Never: author or edit a design document; auto-save a research; read the code
workspace or project source outside the code-grounded lens (that lens is the one
sanctioned read —
gd-principlesthird exception).
Quick Reference
/unikit-gd-explore → enter design-research mode
/unikit-gd-explore break down the combat of Hades → reference dissection (MDA backwards)
/unikit-gd-explore roguelike meta-progression → genre / mechanics scan
/unikit-gd-explore is this roguelike niche saturated? → market lens (viability / white-space)
/unikit-gd-explore improve our combat balance → internal design lens (read-only) → routes to system / spec
/unikit-gd-explore how is our loot wired in the code → code-grounded lens (read-only, post-GDD slice) → brief
/unikit-gd-explore reviews/2026-06-25_review-SYS-combat.md → promote ## Research into ## Apply-ready in place → /unikit-gd-apply reviews/X.md
/unikit-gd-explore .unikit/gamedesign/RECON.md → develop the cold-start reconstruction (pre-GDD) → save research + ## Explorations backlink → /unikit-gd-spec import
/unikit-gd-explore https://… → dissect a linked design source
/unikit-gd-explore init → rebuild researches/INDEX.md