quick-design
FeaturedLightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
Install
Quality Score: 91/100
Skill Content
Details
- Author
- striderZA
- Repository
- striderZA/OpenCodeGameStudios
- Created
- 2 months ago
- Last Updated
- 4 days ago
- Language
- JavaScript
- License
- MIT
Similar Skills
Semantically similar based on skill content — not just same category
specdd
Spec-driven development orchestrator that turns vague, top-of-mind feature requests into production-grade specifications before any code is written. ALWAYS use this skill whenever the user describes a feature, change, capability, screen, flow, or new component in plain language — even if they don't explicitly ask for a spec. Triggers on phrases like "build me", "make me", "add a feature", "I want to", "help me create", "implement", "let's build", "I need a", "can you make", "create a screen/page/component", or any new-feature request that lacks complete requirements (missing user stories, acceptance criteria, edge cases, error/empty/loading states, accessibility, or non-functional requirements). Interviews the user to fill gaps, applies UX/UI common sense, produces a structured spec + plan + tasks, then implements against the spec. Use this BEFORE writing any code for non-trivial features. Skip only for true one-liners (rename a variable, fix a typo, answer a research question) or work that is purely investig
unikit-gd-spec
Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.
design-system
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.