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cautiouskurns

game-concept-generator

by cautiouskurns

0🍴 0📅 Jan 16, 2026

SKILL.md


name: game-concept-generator description: Generate game concepts through interactive constraint gathering. Use this when the user wants game ideas, needs inspiration, or wants to explore different game concepts based on their constraints. domain: design type: generator version: 1.0.0 allowed-tools:

  • Write

Game Concept Generator Skill

This skill generates game concepts through an interactive questioning process to understand user constraints, then produces 3-5 viable game ideas with detailed core loop descriptions.


When to Use This Skill

Invoke this skill when the user:

  • Asks for "game ideas" or "game concepts"
  • Says "I want to make a game but don't know what"
  • Requests inspiration for a game jam or prototype
  • Wants to explore what's possible within constraints
  • Says "generate a [genre] game concept"
  • Asks "what game should I build?"

Core Principle

Interactive constraint gathering ensures generated concepts are:

  • ✅ Realistic for the user's constraints
  • ✅ Aligned with their interests and skills
  • ✅ Technically feasible with their tools
  • ✅ Scoped appropriately for their timeline
  • ✅ Unique and interesting to build

Interactive Questioning Workflow

Phase 1: Initial Context (Required)

Always start by asking these core questions:

I'll help you generate game concepts! Let me understand your constraints:

**1. Development Timeline**
How much time do you have?
- [ ] Weekend (2-3 days)
- [ ] Week (5-7 days)
- [ ] Month (4 weeks)
- [ ] Longer-term project
- [ ] Flexible / exploring ideas

**2. Target Platform**
Where will this game run?
- [ ] PC (Windows/Mac/Linux)
- [ ] Web (HTML5/WebGL)
- [ ] Mobile (iOS/Android)
- [ ] Console
- [ ] Multiple platforms

**3. Team Size**
Who's working on this?
- [ ] Solo developer
- [ ] 2-3 people
- [ ] Small team (4-6)
- [ ] Larger team

**4. Engine/Tools**
What are you building with?
- [ ] Godot
- [ ] Unity
- [ ] Unreal
- [ ] Custom engine
- [ ] Other: _______

Wait for user response before proceeding.


Phase 2: Genre & Mechanics (Clarification)

After receiving Phase 1 answers, ask:

Great! Now let's narrow down the type of game:

**5. Genre Preference**
Any genres you're excited about? (Select all that apply)
- [ ] Action (combat, reflexes, timing)
- [ ] Puzzle (logic, problem-solving)
- [ ] Strategy (planning, resource management)
- [ ] RPG (progression, stats, narrative)
- [ ] Roguelike (permadeath, procedural, runs)
- [ ] Platformer (jumping, movement)
- [ ] Simulation (systems, sandbox)
- [ ] Rhythm (music, timing)
- [ ] Tower Defense
- [ ] Auto-battler
- [ ] Narrative/Story
- [ ] Hybrid (mix of above)
- [ ] Open to anything

**6. Core Mechanic Interest**
What sounds fun to implement?
- [ ] Combat system
- [ ] Movement mechanics (physics, parkour)
- [ ] Puzzle mechanics
- [ ] Procedural generation
- [ ] AI/pathfinding
- [ ] Building/crafting
- [ ] Economy/trading
- [ ] Dialogue/narrative
- [ ] No preference - surprise me!

**7. Visual Complexity**
What art style are you comfortable with?
- [ ] Minimal (shapes, colors, no art needed)
- [ ] Pixel art (sprites, tiles)
- [ ] 3D simple (basic models)
- [ ] Hand-drawn 2D
- [ ] Vector graphics
- [ ] Text-based

Wait for user response before proceeding.


Phase 3: Scope & Experience (Refinement)

After receiving Phase 2 answers, ask:

Almost there! A few more questions to refine the concepts:

**8. Experience Level**
How comfortable are you with game dev?
- [ ] Beginner (first few games)
- [ ] Intermediate (made 2-5 games)
- [ ] Advanced (experienced developer)
- [ ] Expert (shipped multiple games)

**9. Scope Preference**
What kind of scope appeals to you?
- [ ] Tiny (one core mechanic, super focused)
- [ ] Small (2-3 mechanics, clear goal)
- [ ] Medium (multiple systems, 30-60 min gameplay)
- [ ] Ambitious (full game, hours of content)

**10. Inspiration or Constraints**
Anything else I should know?
- Favorite games to reference?
- Specific theme or setting?
- Technical limitations?
- Game jam theme?
- Must-have features?

(This is optional - just share anything relevant)

Wait for user response before proceeding.


Phase 4: Generate Concepts

After gathering all constraints, generate 3-5 game concepts.

Each concept must include:

  1. Concept Name (catchy, memorable)
  2. One-Line Pitch (elevator pitch)
  3. Core Loop (what the player does minute-to-minute)
  4. Key Mechanics (2-4 primary mechanics)
  5. Unique Hook (what makes this interesting)
  6. Scope Assessment (realistic timeline estimate)
  7. Technical Complexity (Low/Medium/High)
  8. Why This Works (how it fits their constraints)

Output Format

# Game Concepts for [User]

**Your Constraints:**
- Timeline: [X days/weeks]
- Platform: [Platform]
- Team: [Team size]
- Engine: [Engine]
- Genre interests: [Genres]
- Experience: [Level]
- Scope: [Preference]

---

## Concept 1: [Concept Name]

**One-Line Pitch:**
[Compelling elevator pitch in one sentence]

**Core Loop:**
  1. [Player action 1]
  2. [System response]
  3. [Player decision]
  4. [Outcome/reward] → Repeat with escalation

**Key Mechanics:**
- **[Mechanic 1]**: [Brief description]
- **[Mechanic 2]**: [Brief description]
- **[Mechanic 3]**: [Brief description]

**Unique Hook:**
[What makes this concept stand out? Why is it interesting?]

**Scope Assessment:**
- **Timeline:** [X days/weeks] - [Realistic/Ambitious/Tight]
- **MVP Features:** [List 3-4 must-have features for minimum viable version]
- **Stretch Goals:** [Optional features if time permits]

**Technical Complexity:** 🟢 Low | 🟡 Medium | 🔴 High

**Why This Works for You:**
[Explain how this concept aligns with their constraints, interests, and experience level]

**Similar Games for Reference:**
- [Game 1] (for mechanic X)
- [Game 2] (for feel/aesthetic)

---

## Concept 2: [Concept Name]

[Same structure as above]

---

## Concept 3: [Concept Name]

[Same structure as above]

---

## Concept 4: [Concept Name] (Wildcard)

[Same structure - this should be a more experimental/unique idea]

---

## Concept 5: [Concept Name] (Ambitious)

[Same structure - this should be a more ambitious take if they want a challenge]

---

## Recommendation

**Best fit for your constraints:**
[Concept #X] - [Name]

**Why:** [Explain why this concept is the best match for their specific situation]

**Next Steps:**
1. Pick a concept (or hybrid ideas)
2. Create a prototype roadmap
3. Start with core loop implementation
4. Iterate based on feel

**Questions to Ask Yourself:**
- Does this concept excite you enough to finish it?
- Can you describe the core loop in one sentence?
- What's the "aha!" moment for players?
- Is the scope realistic for your timeline?

---

Would you like me to:
- [ ] Elaborate on any concept
- [ ] Generate variations of a concept
- [ ] Create a prototype roadmap for a concept
- [ ] Combine ideas into a hybrid concept

Concept Generation Guidelines

Match Constraints Precisely

Timeline-Based Scoping:

  • Weekend (2-3 days):

    • ONE core mechanic only
    • Minimal art (shapes, colors)
    • No complex systems
    • Clear win/lose condition
    • Example: "Dodge falling objects while collecting gems"
  • Week (5-7 days):

    • 2-3 mechanics
    • Simple pixel art or basic 3D
    • One progression system
    • 10-15 minutes of gameplay
    • Example: "Roguelike with 3 weapons and 5 enemy types"
  • Month (4 weeks):

    • 4-6 mechanics
    • Multiple systems integration
    • Progression and unlocks
    • 30-60 minutes of content
    • Example: "Tower defense with building + resource management"

Genre-Specific Patterns

Action Games:

  • Core loop: Move → Shoot → Dodge → Survive
  • Key: Responsive controls, satisfying feedback
  • Prototyping focus: Feel and game juice

Puzzle Games:

  • Core loop: Analyze → Plan → Execute → Solve
  • Key: Clear rules, escalating complexity
  • Prototyping focus: Puzzle generator and validation

Roguelikes:

  • Core loop: Fight → Collect → Upgrade → Die → Retry
  • Key: Run variety, meta-progression
  • Prototyping focus: Procedural generation and balance

Strategy Games:

  • Core loop: Gather → Build → Plan → Execute
  • Key: Meaningful choices, visible consequences
  • Prototyping focus: AI and resource balance

Auto-battlers:

  • Core loop: Position → Watch → Adjust → Repeat
  • Key: Strategic depth in preparation
  • Prototyping focus: Combat simulation and balance

Platform-Specific Considerations

PC:

  • Can use keyboard/mouse for complex controls
  • Players expect depth and precision
  • Long play sessions acceptable

Web:

  • Must load quickly (<5MB)
  • Simple controls (mouse or arrow keys)
  • Short play sessions (5-10 min)
  • Shareability is a feature

Mobile:

  • Touch controls only (swipes, taps)
  • Portrait or landscape (choose one)
  • Short play sessions (1-3 min)
  • Minimize text (visual communication)

Technical Complexity Ratings

🟢 Low Complexity:

  • Built-in Godot nodes (CharacterBody2D, Area2D)
  • Basic movement and collision
  • Simple state machines
  • No networking, no saving

🟡 Medium Complexity:

  • Custom physics or pathfinding
  • Procedural generation
  • Save/load systems
  • Multiple interconnected systems

🔴 High Complexity:

  • Multiplayer/networking
  • Advanced AI (behavior trees)
  • Complex procedural generation
  • 3D with custom shaders

Concept Quality Criteria

Every Concept Must Be:

  1. Achievable - Realistic within stated timeline
  2. Focused - Clear core loop, not trying to do everything
  3. Interesting - Has a unique hook or twist
  4. Testable - Can prototype core loop in 20% of timeline
  5. Expandable - Can add features incrementally

Red Flags to Avoid:

Feature Creep Concepts

  • "Open world RPG with crafting, building, and multiplayer"
  • Too many systems for timeline

Vague Core Loops

  • "Explore and discover things"
  • No clear minute-to-minute gameplay

Technical Overreach

  • "MMO" for a weekend project
  • Requires tech beyond user's experience

Derivative Without Twist

  • "It's just like [popular game]"
  • No unique selling point

Scope Mismatch

  • Tiny concept for month-long timeline
  • Massive concept for weekend jam

Example Interaction

User: "I want to make a game but don't know what"

Skill:

I'll help you generate game concepts! Let me understand your constraints:

1. **Development Timeline** - How much time do you have?
2. **Target Platform** - Where will this game run?
3. **Team Size** - Who's working on this?
4. **Engine/Tools** - What are you building with?

User: "Weekend jam, web platform, solo, Godot"

Skill:

Great! A weekend web game in Godot - super achievable. Now:

5. **Genre Preference** - Action? Puzzle? Roguelike? (Pick favorites)
6. **Core Mechanic Interest** - What sounds fun to implement?
7. **Visual Complexity** - Minimal shapes? Pixel art? Text?

User: "Action or roguelike, love movement mechanics, minimal art is fine"

Skill:

Perfect! Almost there:

8. **Experience Level** - How comfortable are you with game dev?
9. **Scope Preference** - Tiny and focused? Or pack in features?
10. **Inspiration** - Any favorite games or themes?

User: "Intermediate, prefer focused, love Vampire Survivors"

Skill: [Generates 5 concepts, all fitting constraints]


Follow-Up Actions

After generating concepts, offer:

Elaboration

If user says "tell me more about Concept 2":

  • Expand on implementation details
  • Suggest art/audio references
  • Break down development phases
  • Estimate feature complexity

Variation

If user says "I like Concept 1 but [change]":

  • Generate 3 variations with their modification
  • Explain trade-offs of each variation
  • Suggest hybrid approaches

Prototype Roadmap

If user says "I want to build Concept 3":

  • Invoke vertical-slice-planner skill
  • Create day-by-day implementation plan
  • Identify critical path features
  • Suggest testing milestones

Hybrid Concepts

If user says "combine Concept 1 and 4":

  • Analyze which mechanics blend well
  • Create unified core loop
  • Assess combined scope
  • Suggest integration approach

Important Notes

  • Interactive is key: ALWAYS ask questions before generating
  • Constraints matter: A weekend concept ≠ month concept
  • Realistic scoping: Better to under-promise and over-deliver
  • Unique hooks: Every concept needs something interesting
  • Reference games: Help user visualize with familiar examples
  • Prototype-first: Concepts should be testable quickly

Example Invocations

User: "Generate a game idea for me" User: "I want to make a roguelike for a weekend" User: "Game jam tomorrow, need concepts" User: "Help me brainstorm game ideas" User: "What game should I build in Godot?"


Workflow Summary

  1. Ask Phase 1 questions (timeline, platform, team, tools)
  2. Wait for user response
  3. Ask Phase 2 questions (genre, mechanics, art)
  4. Wait for user response
  5. Ask Phase 3 questions (experience, scope, inspiration)
  6. Wait for user response
  7. Generate 3-5 concepts matching all constraints
  8. Offer follow-up actions (elaborate, vary, roadmap, hybrid)
  9. Create a markdown document capturing the game ideas

This iterative approach ensures concepts are tailored to the user's actual situation, not generic ideas.

Score

Total Score

40/100

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