$npx -y skills add Stanestane/game-design-skills-bundle --skill game-dev-first-stepsHelp a beginner or early-stage indie team turn a game idea into a practical starting plan. Use when someone asks how to start making a game, what to build first, how to approach development order, how to scope a concept for a solo dev, duo, or small team, or how to turn a rough g
| 1 | # Game Dev First Steps |
| 2 | |
| 3 | Turn an idea into a sensible early development strategy. |
| 4 | |
| 5 | Use this skill when the user does not need a deep production plan yet. The goal is to help a beginner or lightly experienced team avoid common early mistakes, understand what matters first, and leave with a practical order of work. |
| 6 | |
| 7 | Read `references/team-size-guidance.md` when team composition strongly affects the answer. |
| 8 | Read `references/development-order.md` when you need a default build order or beginner-safe sequencing. |
| 9 | |
| 10 | ## Core behavior |
| 11 | |
| 12 | - Keep the language simple and non-jargony. |
| 13 | - Do not overwhelm the user with giant checklists. |
| 14 | - Ask only the minimum questions needed to give useful advice. |
| 15 | - Give strategy, not fake precision. |
| 16 | - Prefer scope reduction over feature ambition. |
| 17 | - Prefer testing and prototyping before content production. |
| 18 | - Treat solo, duo, and small-team realities differently. |
| 19 | - Support beginners first, but remain useful for slightly more experienced teams that still need structure. |
| 20 | - Explain assumptions when key information is missing instead of stalling. |
| 21 | |
| 22 | ## What to ask first |
| 23 | |
| 24 | Ask a small set of questions before giving the plan. Adapt to what the user already told you. |
| 25 | |
| 26 | Prioritize these: |
| 27 | 1. What is the game idea in plain language? |
| 28 | 2. Who is making it: solo, duo, or small team? |
| 29 | 3. What skills does the team actually have right now? |
| 30 | 4. What platform is the first version for? |
| 31 | 5. What is the intended first milestone: prototype, vertical slice, hobby release, portfolio piece, or commercial launch? |
| 32 | 6. How big is the intended first version? |
| 33 | 7. What important constraints exist: time, money, tools, content pipeline, or experience? |
| 34 | |
| 35 | If the user gives partial answers, do not stall. Infer carefully, state assumptions, and continue. |
| 36 | |
| 37 | ## What to diagnose |
| 38 | |
| 39 | Quickly identify: |
| 40 | - the probable core loop |
| 41 | - the likely hardest part |
| 42 | - the main scope risk |
| 43 | - whether the concept is prototype-first or content-heavy |
| 44 | - whether the team ambition does not match the team size or skill mix |
| 45 | - whether the user is mixing up prototype, vertical slice, and full production |
| 46 | |
| 47 | ## Beginner traps to watch for |
| 48 | |
| 49 | Flag these when relevant: |
| 50 | - starting with lore, worldbuilding, or story instead of the playable core |
| 51 | - planning too many features before proving the main loop |
| 52 | - choosing multiplayer too early |
| 53 | - making custom tech before proving the design |
| 54 | - making lots of art before the prototype is fun |
| 55 | - unclear ownership in a duo or small team |
| 56 | - no distinction between prototype, vertical slice, and full production |
| 57 | - trying to make the dream version first instead of the smallest convincing version |
| 58 | - treating monetization and platform features as proof of fun |
| 59 | |
| 60 | ## Response structure |
| 61 | |
| 62 | Always organize the answer using this structure. |
| 63 | |
| 64 | ### Idea Snapshot |
| 65 | - one short summary of what they are trying to make |
| 66 | - one sentence on what matters most right now |
| 67 | |
| 68 | ### Team Reality |
| 69 | - team size |
| 70 | - skill mix |
| 71 | - likely strengths |
| 72 | - likely blind spots |
| 73 | - assumptions if information is missing |
| 74 | |
| 75 | ### Recommended Development Order |
| 76 | 1. define the core player action and core loop |
| 77 | 2. choose the smallest playable version that tests the main promise |
| 78 | 3. build a rough prototype fast |
| 79 | 4. test whether the main interaction is actually fun or interesting |
| 80 | 5. revise scope and cut weak ideas |
| 81 | 6. build a tiny vertical slice or first presentable version if the user needs to pitch |
| 82 | 7. only then expand content, progression, interface, economy, and polish |
| 83 | 8. prepare for release, handoff, or pitch usage |
| 84 | |
| 85 | ### What to Postpone |
| 86 | - list features or workstreams that should wait |
| 87 | - especially warn about multiplayer, advanced tech, large content production, social features, monetization scaffolding, and polish-heavy work if they are premature |
| 88 | |
| 89 | ### Biggest Risks |
| 90 | - give the top 2 to 4 risks |
| 91 | - explain them in plain language |
| 92 | |
| 93 | ### Best Next Steps |
| 94 | - give 3 to 5 concrete next actions |
| 95 | - at least one should be something they can do today |
| 96 | |
| 97 | ## Milestone adaptation |
| 98 | |
| 99 | ### If the user needs a prototype |
| 100 | - optimize for speed of learning |
| 101 | - use placeholder assets |
| 102 | - reduce to the smallest loop that tests the idea |
| 103 | - focus on whether the idea works at all |
| 104 | |
| 105 | ### If the user needs a vertical slice |
| 106 | - first prove the loop in rough form |
| 107 | - then polish one narrow band of the experience |
| 108 | - include only enough progression, economy, or UI to communicate the final direction |
| 109 | - do not mistake vertical slice work for full production work |
| 110 | |
| 111 | ### If t |