game-spec
Turn a one-line Roblox game pitch into a complete, buildable game design: a short interview (or an auto mode with genre defaults), then design/GAME_SPEC.md, a…
Skill by JashanMaan28
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: documents, design, writing
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-spec
What's inside
- Skill name
game-spec- Description
- Turn a one-line Roblox game pitch into a complete, buildable game design: a short interview (or an auto mode with genre defaults), then design/GAME_SPEC.md, a validated design/features.json build plan and a decision log. Use when starting a new game from an idea, writing a game design doc, or before build-game.
- License
- MIT
- Instructions
- 106 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- files: referenced but missing: references/full.md
Files (13)
- SKILL.md
- features-schema.md · references/
- battlegrounds.md · references/genres/
- horror.md · references/genres/
- obby.md · references/genres/
- roleplay.md · references/genres/
- round-based.md · references/genres/
- rpg.md · references/genres/
- simulator.md · references/genres/
- tower-defense.md · references/genres/
- tycoon.md · references/genres/
- interview.md · references/
- spec-template.md · references/
SKILL.md (first lines)
# Game spec
Produces the three files `build-game` executes. The spec is the master prompt for the whole build: every later decision is checked against it, so it must be concrete, consistent and complete.
| File | What |
|---|---|
| `design/GAME_SPEC.md` | The design: identity, loops, rules, systems, data, economy, world, UI, FTUE, monetization, budgets ([template](references/spec-template.md)) |
| `design/features.json` | The build plan: milestones M0–M4, features with Given/When/Then acceptance criteria ([schema](references/features-schema.md)) |
| `design/DECISIONS.md` | Interview answers, auto-mode assumptions, approvals, revisions ([format](references/interview.md#decisionsmd-format)) |
## Inputs
- `$ARGUMENTS`: the pitch, plus optional `--auto` (no questions, recipe defaults) and `--mvp` (scope M0–M2).
- Where to write: the current Rojo project's root (`default.project.json`), else the directory the user names. `design/` may exist before the project is scaffolded: `rbx-new` accepts a directory that holds only `design/`.
- If `design/GAME_SPEC.md` already exists, this is a **revision**: read all three files, apply the change, follow [features-schema.md §6](references/features-schema.md#6-revisions), and keep finished work.
## Workflow
Copy this checklist and tick it off:
```
- [ ] 1. Match the pitch to genre recipes
- [ ] 2. Load design knowledge
- [ ] 3. Interview (or auto mode)
- [ ] 4. Write GAME_SPEC.md
- [ ] 5. Write features.json
- [ ] 6. Validate and self-review
- [ ] 7. Approval and handoff
```
### 1. Match genre recipes
| Recipe | Pitch signals |
|---|---|
| [obby](references/genres/obby.md) | obstacle course, parkour, stages, "escape", tower climb |
| [tycoon](references/genres/tycoon.md) | build a business/base on a plot, droppers, conveyors, earn while you build |
| [simulator](references/genres/simulator.md) | click/collect/upgrade, pets, rebirth, zones gated by stats, grow/harvest |
| [tower-defense](references/genres/tower-defense.md) | waves, place units/towers along a path, loadouts |
| [rpg](references/genres/rpg.md) | quests, levels and XP, enemies and bosses, dungeons, loot, abilities |
| [battlegrounds](references/genres/battlegrounds.md) | PvP fighting, combos, arenas, shooters, duels |
| [horror](references/genres/horror.md) | monster, escape, survive the night, co-op scares, rooms |
| [roleplay](references/genres/roleplay.md) | town life, houses, jobs, vehicles, hangout, family/pets RP |
| [round-based](references/genres/round-based.md) | rounds, intermission, minigames, elimination, roles (murderer/sheriff), disasters, hide and seek |
- **One clear match:** use it.
- **Hybrid** ("tycoon where you defend your base"): the primary recipe owns the core loop, data shape and pacing; take only the named systems from the secondary. Note the split in §0.
- **No match:** take the closest recipe's structure (sections, milestone shape, playtest approach) and design the systems from `roblox-game-design` (`references/full.md` §1–§8 and §11). Say the game is off-recipe in §0.
Read the chosen recipe file(s) completely.
### 2. Load design knowledge
Load `roblox-game-design` and `roblox-player-psychology` (quick references; open their `full.md` for the economy, FTUE and genre sections you need). Load `roblox-monetization` unless money is "None yet", and `roblox-growth-design` for the retention section. Confirm any engine API the spec depends on with `docs_search` / `docs_fetch` when you're not certain it's current.
### 3. Interview
Follow [interview.md](references/interview.md): round 1 (scope, art style, money, assets), round 2 (the recipe's highest-impact questions), an optional round 3. In auto mode ask nothing, take the recommended options and recipe defaults, and log them as assumptions. Write answers into `DECISIONS.md` as you go.
### 4. Write GAME_SPEC.md
Fill [spec-template.md](references/spec-template.md) section by section:
- The **pitch decides identity** (name, fantasy, theme, the unique mechanic, art direction); the **recipe decides structure and numbers** (loops, systems, schema, economy curves, pacing, monetization norms). Rename recipe content to the game's theme ("Lava Stage 7", not "Stage 7").
- The unique mechanic from the pitch gets its own system in §4, its own rules in §2 and its own features. It's the reason this game exists: make it central to the core loop, not a side feature.
- Every number is concrete. Compute the first values of every curve. Use the recipe's defaults unless the pitch or an answer says otherwise.
- Systems follow kit conventions (`new-system`): pure `*Logic` modules with `Config`, server systems own state, controllers render snapshots, remotes validated server-side, ProfileStore for persistence.
- Game name: short, searchable, describes the fantasy (2–4 words). Offer it in the approval summary.
### 5. Write features.json
Follow [features-schema.md](references/features-schema.md):
1. Start with the standard CORE features (M0), adapted to this spec.
2. Add the recipe's feature skeleton, rewritten for this game: real names, the spec's numbers in the acceptance criteria, Given/When/Then form, the right `verify` kinds, `skills` and `spec_refs`. The recipe's "Milestones" line (or its per-milestone tables) sets each feature's `milestone`; a `depends` of `M0` or `-` means the CORE features the feature actually needs (usually CORE-02 bootstrap, CORE-03 remotes, CORE-04 data, CORE-05 QA). Recipe features that duplicate standard ones (analytics wrapper, "launch readiness", publish checklist, performance pass) merge into CORE-10 and the LAUNCH features instead of being copied; keep their genre-specific checks as extra criteria there.
3. Add features for the pitch's unique mechanic and anything the interview added. Remove recipe features the answers ruled out (log it in `DECISIONS.md`).
4. Give every look-changing feature (zones, lighting, detail passes, HUD and screens, signature moments) a `visual` criterion that names its §7 reference shot ([features-schema.md §3](references/features-schema.md#3-writing-acceptance-criteria)).
5. End with the LAUNCH features (or the MVP subset).
6. Top level `spec_revision: 1`; every feature `status: "todo"`, `evidence: []`, `blocked_reason: null`.
### 6. Validate and self-review
```bash
node "${CLAUDE_PLUGIN_ROOT}/scripts/game-plan.mjs" validate
node "${CLAUDE_PLUGIN_ROOT}/scripts/game-plan.mjs" status
```
(Inside a scaffolded project, `node tools/game-plan.mjs` is the same tool.) Fix every error and reconsider every warning. Then run the self-review checklist at the end of [spec-template.md](references/spec-template.md) and fix what it finds: traceability (rules → systems → features), data ownership, economy sources/sinks, numbers agreeing across sections, FTUE reachable with M1 features, no placeholders.
### 7. Approval and handoff
- **Interactive:** show the approval summary from [interview.md](references/interview.md#approval-interactive-mode), with the generated mood board when images are approved, and ask once. Apply changes until approved; log the approval.
- **Auto mode:** generate the mood board the same way (when images are allowed), log "approved by auto mode" and continue.
- If `build-game` called this skill, return to it. Otherwise tell the user: the spec is ready, `/roblox-agent-kit:build-game` builds it, and the three files can be edited by hand first (re-run `game-plan.mjs validate` after editing).
If the project is already a git repository, commit the `design/` folder: `Add game spec (revision 1)`.
## Rules
- The spec describes *what* and *why* with exact numbers; `build-game` decides file-level *how* within kit conventions. Name systems and modules, but don't write code in the spec.
- Defaults come from the recipe, not invention: when the recipe gives a number, use it unless there's a stated reason.
- High-impact choices (data schema, Robux products and prices, paid random items, Studio generation quota, Creator Store assets) are decided here and approved once, so the build can run without stopping.
- Products are created by the user (Creator Dashboard, or the Open Cloud developer-product/game-pass APIs with their explicit go-ahead); the spec lists them with prices and `build-game` wires them by name through `src/shared/Products.luau`.
- Paid random items follow `roblox-monetization`: odds shown before purchase and a `PolicyService` path for restricted players.
- Content stays inside what Roblox's Maturity & Compliance questionnaire allows for the intended audience; note the expected label in §14 (Minimal/Mild reach Roblox Kids and Select, Moderate reaches Select and 16+). Games whose primary activity is a social hangout, and free-form drawing/painting features, are limited to players 16+: keep roleplay games role-driven and say so in §0.From JashanMaan28/roblox-agent-kit, MIT.
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Signals
- Stars
- 0
- Forks
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- Open issues
- 0
- Last commit (this folder)
- Oct 19, 2026 (9 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/JashanMaan28/roblox-agent-kit
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
game-spec skill. Agent Mart. https://agentmart.dev/skills/jashanmaan28-game-spec (last updated 2026-10-24)