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Unikit gd explore

Skill NintendaDev/unikit-ai/skills/unikit-gd-explore

AI-Powered Code Toolkit for Game Engines

Install
npx -y skills add NintendaDev/unikit-ai --skill unikit-gd-explore

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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

28.9 KB, as published. Nobody here has run it

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: init mode skips this step; it only rebuilds the researches index.

  1. .unikit/system/gamedesign/gd-principles.md (the core) — the collaborative protocol, the one-way design→code boundary, and the language rules. Plus, from the same gamedesign/ 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) and gd-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.
  2. .unikit/gamedesign/GD-IDS.yaml and GAME.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: if GD-IDS.yaml is a pre-v2 version: 1 registry, do not read it for grounding — emit a loud WARN [design] GD-IDS.yaml is version 1 (pre-v2 layout); design grounding skipped and proceed as pre-spec research (the v2 clean break has no automatic migration; upgrade via /unikit-gd-spec).
  3. .unikit/memory/gamedesign/RULES_INDEX.md — load core domain rules on demand by Load When for the topic (e.g. frameworks for an MDA dissection, economy for an economy study, player-motivation for an audience scan). Obey the index's Rule-Loading Discipline: load by Load When, load a reference only from its parent rule's > **References**:, and never glob the memory tree (.unikit/memory/gamedesign/**) to discover rules.
  4. .unikit/DESCRIPTION.md / .unikit/ROADMAP.md (optional) — project constraints and milestones; routing context only.
  5. .unikit/gamedesign/researches/INDEX.md (optional) — prior researches; check for related work before starting fresh.
  6. {{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.
  7. {{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 a reviews/*_review-*.md file (research-bucket mode — see "Research-bucket mode" below; each research finding is developed through this same engine) or a RECON.md file (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 target SYS-<slug>.md A–K + the Depends-neighbours' D/F).
  8. {{skills_dir}}/unikit-gd-recon/references/code-recon.md — the shared code → design-fact engine, owned by unikit-gd-recon and read here (the same provider-owns-spec pattern by which unikit-gd-brainstorm reads this skill's delegation-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-fact confidence + source-pointer + provenance: extracted from code record).

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 flagargument-hint stays free-form. Classify the request by its signals:

Signal classTriggers (examples)
Viability"is there a market", "will it sell", "worth making", monetiz*
Discoverability / audiencediscoverability, wishlists, "who buys this", audience, reachable players, TAM
Competition / saturationcompetitors, comparables, "saturated", red ocean, white space, differentiation
Demanddemand, "do players want this", "are they asking for it"
Platform / storeSteam tags, store page, genre fit on a platform

Decision rule:

  • Market signals present → market lens ON: load market-scan.md and 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.md is 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 classTriggers (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 frameour / this game / SYS-id / a pillar — which separates this lens from dissecting someone else's game.

Decision rule:

  • Internal-design signals present and GAME.md exists → internal lens ON: load internal-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.md yet → 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 a RECON.md file, the reconstruction is the candidate design surface, so the lens does engage even with no GAME.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 classTriggers (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 implementationour 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.md exists → code lens ON: load unikit-gd-recon/references/code-recon.md, scan only the named slice with Agent(subagent_type: Explore) (fallback: inline Glob/Grep/Read), and fold the code findings into the brief.
  • No GAME.md yet → 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 toModeReference body
an existing reviews/*_review-*.md fileResearch-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 fileRECON-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 researches INDEX.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 with references/market-scan.md.
  • Internal design lens (read-only). The lens (references/internal-design-lens.md) deep-reads GAME.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 the research: pointer into GD-IDS.yaml; that pointer is owned by the registering zone (unikit-gd-spec add-system for a system, unikit-gd-flow for a flow, unikit-gd-content for 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-review report's ## Research bucket turns each open finding into a decided edit and promotes it in place — moving the line into the report's ## Apply-ready bucket (reformatted as RF-<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 no Skill tool here). This in-place promotion is a sanctioned write into a file this skill does not own: the reviews/*_review-*.md report belongs to unikit-gd-review. It writes nothing else — not the GDD, not researches/ (this review-file mode never opens a researches/ folder).
  • RECON-input mode (research + backlink). Developing a unikit-gd-recon RECON.md (the pre-GDD carve-out) saves the research the normal way (researches/<date>_<slug>/) and appends a research: backlink into RECON.md's ## Explorations section — a sanctioned write into a file this skill does not own (RECON.md belongs to unikit-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 (no researches/); 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 with unikit-gd-recon. It reads only the named slice (post-GDD), folds code findings into a brief tagged provenance: extracted from code, and never edits the GDD or the code. Cold-start, whole-project reconstruction is unikit-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-principles third 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

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.