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game design prototyping companion
Track game design iterations, document branching decisions, and generate visual SVG evolution maps of your prototypes.
$5
Works with the AI tools you already use
game design prototyping companion
Example session with this skill installed
We just tested a high-speed dashing mechanic for our platformer. It felt responsive but broke the level collisions at high velocities. We chose to tune it down, but I want to log the branches.
- Read your context and instructions
- Compiled the game design prototyping
- Generated the UI component
I have logged the results of the high-speed dashing prototype and mapped the resulting branches. The high-velocity version is now parked as a potential "Super Mode" if we solve the collision detection issues later.
Prototype Evolution Log
| Field | Details |
|---|---|
| Node ID | P-042-DASH |
| Question | Does increasing dash velocity by 50% improve game feel without breaking geometry? |
| Simulated | Modified PlayerController.cs dash_multiplier from 1.5 to 2.25. |
| Learned | Game feel improved significantly, but collision detection failed on 1-unit thick walls. |
| Result State | Branch Trigger |
Branch Record
Branch B-042-A (Chosen): Tuned Dash (1.75x). Balanced feel with collision stability. Currently the
Baseline.
*
Branch B-042-B (Parked): Ultra Dash (2.25x). Great feel, but requires "Continuous Collision Detection" or thicker walls. Revisit if we refactor physics.
*
Branch B-042-C (Dead End): Dash-Teleport. Tested as a workaround for collisions; felt jarring and broke platforming flow.
Decision State Summary
- Current Path: Tuned Dash (B-042-A).
Backtrack Logic: Re-evaluate B-042-B if the level design moves toward thicker, modular assets or if we switch to a 2.5D physics engine.
Next steps
- Update
references/branch-map.jsonwith Node P-042. - Run
scripts/branch_map_svg.pyto update the visual evolution map. - Apply the 1.75x multiplier to the main dev branch.
game-design-prototyping-companion.tsx
TSX · React component
Example file from a real run - the skill writes it into your workspace.
Connects securely to your tools. The creator never sees your data.
What you get
About this skill
The problem
Game design prototypes often result in branching paths where valid ideas are discarded or forgotten. Teams lose critical institutional knowledge when they only document the "winning" iteration and erase the context of dead ends or parked concepts.
What it does
- Logs specific prototype nodes including the core question, simulation method, and key findings.
- Tracks branching evolution by categorizing results as baseline, promising, dead ends, or parked.
- Documents explicit backtrack logic to identify when a previously abandoned path should be revisited.
- Generates visual SVG branch maps from JSON data to map out the evolution of game mechanics over time.
- Preserves design memory by treating rejected paths as intelligence rather than failures.
Frameworks & tools
Python (for SVG generation scripts), JSON (for branch-map data structures), and SVG for visualization.
Why this beats prompting it yourself
Standard LLMs tend to focus only on the current solution, often losing the history of why certain paths were abandoned. This skill enforces a tree-based documentation structure that treats design history as a searchable asset, ensuring you never repeat the same failed experiment twice.
Use cases
- Mapping the evolution of a combat system from turn-based to real-time.
- Tracking failed UI experiments to prevent future design regression.
- Managing "what-if" scenarios for complex narrative branching.
- Onboarding new designers by showing the technical history of a mechanic.
Known limitations
Requires a specific JSON format for visual map generation and relies on the presence of a local Python execution environment for SVG rendering.
How to install
Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.
- 1
Download the ZIP
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- 2
Unzip into your skills folder
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- 3
Ask your agent to use it
Restart the agent if it was already running. It picks the skill up automatically - no config needed.
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Click the path to copy it. Create the folder if it does not exist yet.
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