AugmentClaude

Game Concept Designer

Design what game a novel should become by comparing playable directions.

Installation

  1. Make sure Claude is on your device and in your terminal.

    Skills load from ~/.claude/skills/ when Claude Code starts up — so you need it on your machine first. If you don't have it yet, install it once with the command below, then run claude in any terminal to verify.

    One-time setup
    npm i -g @anthropic-ai/claude-code

    Already have it? Skip ahead.

  2. Paste into Claude Code or into your terminal.

    This copies the whole skill folder into ~/.claude/skills/game-concept-zenstory-ai/ — the SKILL.md plus any scripts, reference docs, or templates the skill ships with. Safe default: works for every skill.

    Faster alternative (instruction-only skills)

    Skips the clone and grabs only the SKILL.md file. Don't use this if the skill ships Python scripts, reference markdowns, or asset templates — they won't be downloaded and the skill will fail when it tries to load them.

    Quick install (SKILL.md only)
    Sign up to copy
  3. Restart Claude Code.

    Quit and reopen Claude Code (or any other agent that loads from ~/.claude/skills/). New skills are picked up on startup.

  4. Just ask Claude.

    Skills auto-activate when your request matches the skill's description — no slash command needed. Trigger phrases live in the skill's own frontmatter; you can read them in the “What this skill does” section above.

Prefer to read the source first? Open on GitHub.

When Claude uses it

Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, compare meaningful alternatives on the dimensions still unlocked, then select a playable direction using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a game direction for this book, decide whether this novel should become an interactive story. 小说游戏概念设计。根据 SOURCE_BIBLE 与 PRODUCT_BRIEF 比较未锁定维度上的有效替代方案,用硬否决和关键取舍选择可玩方向。用于判断小说适合做成什么游戏、该不该做成互动叙事、比较游戏方案等需求。

What this skill does

游戏概念设计

决定做成什么游戏,不写代码、数值表或逐场关卡脚本。

读取 concept-method.md。输入必须包含 SOURCE_BIBLE.mdPRODUCT_BRIEF.md;缺任一项就停止并说明缺口,不代替上游补写。

产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。

决策边界

直接继承 brief 已锁的平台、输入、受众、分级、时长、目标市场和非目标;发现它们与原作明显冲突 时回总入口修订,不在概念阶段静默改值。原作语言、文化语境、目标市场和界面语言分别处理,不从 其中一个自动推出另一个。

互动叙事是成熟玩法,不因以阅读和对白承载就降低标准;它的动词可以是读局面、追问、比对信息、 表态、隐瞒、交出与承担回响。

概念还要判断验证形态:可用成熟交互语法表达时说明“已有语法 + 原作如何改变它”;核心依赖实时手感、 空间、视线、物理或独特操作时明确走自定义灰盒。不要把文本原型当所有体验的统一前置层,也不要因有 模板可用就让模板替原作决定玩法。

比较范围

先列 brief 的锁定维度和仍开放的维度,只比较能揭示真实取舍的方向,不凑概念数量或差异维度。 仅在方向仍开放时考察可信替代;用户已选定方向或不存在有效替代时说明原因,改为验证该方向的风险, 不重开选择。

选择

先按 concept-method 的硬否决逐个淘汰,不计算总分,再按其比较维度选择。quick 自动选证据最强的 方向;director 只对尚未决定的方向给出推荐并等待用户选择。

输出

生成一个 concepts/CONCEPT.md,只含:

  1. brief 锁定值与开放维度;
  2. 体验承诺及其可观察现象和失败现象;
  3. 紧凑先例说明;
  4. 候选概念卡:主类型、experienceProfile、借用/拒绝的玩法先例、核心动作与循环、压力、失败、 世界响应;说明玩家身份如何形成反复行动、执行阻力与可观察变化,不要求独立的固定键名。 signature_command 按方法「身份专属命令」写值或 N/A;最后说明原作张力如何由玩家亲手 enact、 招牌画面、最小验证切片、最大风险和否决观察;
  5. 硬否决结果、关键取舍、推荐与选择状态;
  6. 选定方向的玩家能动性合同、不可妥协体验承诺;
  7. 最小验证问题与开放问题。

narrative-ledhybrid 的叙事层还要选择一种分支结构语法并说明内容预算。交接前确认选定方向 可在 brief 范围内做成完整切片。

Related skills