$npx -y skills add Yakoub-ai/phaser4-gamedev --skill phaser-gddThis skill should be used when the user asks to "write a game design document", "create a GDD", "design my game", "document game mechanics", "plan game progression", "define core loop", "art direction", "audio design plan", "monetization strategy", "game concept document", "plan
| 1 | # Phaser 4 Game Design Document Generator |
| 2 | |
| 3 | Generate a comprehensive Game Design Document (GDD) for a Phaser 4 game. The GDD captures every design decision — mechanics, art, audio, progression, technical constraints — in a single Markdown file so the entire team (or solo dev) has a shared reference before any code is written. |
| 4 | |
| 5 | ## GDD Structure (12 Sections) |
| 6 | |
| 7 | Every generated GDD must include all 12 sections below. If the user has not specified details for a section, provide sensible defaults based on the genre and scope, and mark assumptions with `<!-- ASSUMPTION -->` so they are easy to find and revise. |
| 8 | |
| 9 | --- |
| 10 | |
| 11 | ### Section 1 — Game Overview |
| 12 | |
| 13 | Establish the identity of the game at a glance. |
| 14 | |
| 15 | Include: |
| 16 | - **Title** — Working title (can be placeholder). |
| 17 | - **Tagline** — One punchy sentence that sells the hook. |
| 18 | - **Genre** — Primary genre and any sub-genres (e.g., "roguelike platformer"). |
| 19 | - **Target Audience** — Age range, player profile, casual vs. hardcore. |
| 20 | - **Elevator Pitch** — Exactly 2 sentences: what the player does and why it is fun. |
| 21 | - **Unique Selling Points (USPs)** — 3-5 bullet points that differentiate the game. |
| 22 | - **Comparable Titles** — 2-3 existing games the user or audience would recognize, with a brief note on what is borrowed and what is different. |
| 23 | |
| 24 | --- |
| 25 | |
| 26 | ### Section 2 — Core Game Loop |
| 27 | |
| 28 | Define the repeatable cycle that keeps the player engaged. |
| 29 | |
| 30 | Include: |
| 31 | - **30-Second Loop** — The smallest atomic action cycle (e.g., jump-land-collect). |
| 32 | - **5-Minute Loop** — A medium arc such as completing a level or a wave. |
| 33 | - **Session Loop** — What a full play session looks like (15-30 min for casual, 60+ for hardcore). |
| 34 | |
| 35 | Present each loop as an **ASCII flow diagram**: |
| 36 | |
| 37 | ``` |
| 38 | [Action] --> [Feedback] --> [Reward] --> [Decision] --+ |
| 39 | ^ | |
| 40 | +--------------------------------------------------+ |
| 41 | ``` |
| 42 | |
| 43 | - **Win Condition** — What the player must achieve to "beat" the game or level. |
| 44 | - **Lose Condition** — What causes failure and what happens next (restart level, lose life, game over). |
| 45 | |
| 46 | --- |
| 47 | |
| 48 | ### Section 3 — Mechanics Deep Dive |
| 49 | |
| 50 | Detail every interactive system the player touches. |
| 51 | |
| 52 | Include: |
| 53 | - **Primary Mechanics** — The 1-3 core verbs (e.g., jump, shoot, match). For each: input, physics behavior, edge cases. |
| 54 | - **Secondary Mechanics** — Supporting systems (e.g., inventory, crafting, dialogue). Describe how they feed back into the core loop. |
| 55 | - **Control Scheme** — Map inputs per platform: |
| 56 | |
| 57 | | Action | Keyboard | Touch | Gamepad | |
| 58 | |--------|----------|-------|---------| |
| 59 | | Move | WASD / Arrows | Virtual joystick | Left stick | |
| 60 | | Jump | Space | Tap right side | A button | |
| 61 | |
| 62 | --- |
| 63 | |
| 64 | ### Section 4 — Progression System |
| 65 | |
| 66 | Describe how difficulty, content, and rewards evolve over time. |
| 67 | |
| 68 | Include: |
| 69 | - **Difficulty Curve** — Describe the intended ramp (linear, exponential, sawtooth). Reference specific milestones. |
| 70 | - **Unlock Sequence** — What new abilities, levels, or items the player earns and when. |
| 71 | - **Scoring System** — How score is calculated, combo multipliers, leaderboards if any. |
| 72 | - **Replayability Hooks** — What brings the player back (new game+, daily challenges, procedural generation). |
| 73 | - **Estimated Play Time** — Time to first completion and time to 100% completion. |
| 74 | |
| 75 | --- |
| 76 | |
| 77 | ### Section 5 — Level / World Design |
| 78 | |
| 79 | Plan the spatial structure of the game. |
| 80 | |
| 81 | Include: |
| 82 | - **Level Count** — Total number of levels, worlds, or zones. |
| 83 | - **Themes** — Visual and mechanical theme per world (e.g., "World 2 — Ice Caves: slippery surfaces, breakable walls"). |
| 84 | - **Flow Maps** — ASCII diagram showing level progression and branching: |
| 85 | |
| 86 | ``` |
| 87 | [Level 1] --> [Level 2] --> [Level 3] |
| 88 | | |
| 89 | +--> [Bonus Level A] |
| 90 | ``` |
| 91 | |
| 92 | - **Difficulty Scaling** — How enemy count, speed, puzzle complexity, or time pressure increases per level. |
| 93 | |
| 94 | --- |
| 95 | |
| 96 | ### Section 6 — Characters & Entities |
| 97 | |
| 98 | Catalog every game object with gameplay-relevant detail. |
| 99 | |
| 100 | Include: |
| 101 | - **Player Character** — Base stats (speed, health, jump height), abilities, state machine (idle, run, jump, hurt, dead). |
| 102 | - **Enemy Types** — Table format: |
| 103 | |
| 104 | | Enemy | HP | Speed | Behavior | Attack | Drop | |
| 105 | |-------|----|-------|----------|--------|------| |
| 106 | | Slime | 1 | 40px/s | Patrol left-right | Contact damage | Coin (50%) | |
| 107 | |
| 108 | - **NPCs** — Role, dialogue triggers, quest associations. |
| 109 | - **Collectibles & Power-ups** — Effect, duration, rarity, visual indicator. |
| 110 | |
| 111 | --- |
| 112 | |
| 113 | ### Section 7 — UI/UX Wireframes |
| 114 | |
| 115 | Define every screen the player sees. |
| 116 | |
| 117 | Include: |
| 118 | - **HUD Layout** — ASCII wireframe of the in-game overlay: |
| 119 | |
| 120 | ``` |
| 121 | +-------- |