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- Zhangyi · Game Design Kickoff
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Zhangyi · Game Design Kickoff
A game design kickoff tool that converts raw ideas into actionable concept drafts, core pillars, and feasibility audits.
Free
Zhangyi · Game Design Kickoff
Example session with this skill installed
I want to make a game where you play as a delivery driver in a cyberpunk city, but the twist is that you're delivering memories, not packages. I like the vibe of Cloudpunk but want deeper mechanics.
- Read your context and instructions
- Compiled the zhangyi game design
You're giving me three solid anchors — a setting (cyberpunk city), a role (courier), and a twist (memories as cargo) — so let's skip the questionnaire and go straight to a draft you can react to. Everything marked draft is my placeholder, not your decision.
Concept draft: "GLITCH COURIER" (working title)
One-sentence pitch — draft
You are a Trace Courier in a vertical megacity: you extract other people's memories, carry them across town before they decay, and the fuel you burn is your own past.
Your first 10 minutes
You take a small job: a "first kiss" memory, one district over. You dock your hover-bike at the client's walk-up, play a short "filtering" mini-game to draw the memory out cleanly, then race the decay meter across the city. Take the safe highway and arrive with a faded memory (lower pay), or cut through corporate airspace and risk a scan. You deliver. The client pays; you notice a childhood birthday of yours is gone.
Three highlights
1.Cargo you can't stash. A memory decays as you carry it — delivery isn't a fetch quest, it's a timer with a face.
2.Your own past is the resource. Boost and shields burn your memories. Speed costs identity.
3.Peeking is tempting. Reading the cargo gives you intel and damages its value — curiosity as a trade-off, not a cutscene.
Suggested cuts (each recoverable — tell me and it comes back)
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On-foot combat. A mediocre shooter layer would eat your first version. Vehicles + neural mini-games carry the identity.
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Open-world leveling. Flat bike upgrades, no stat sheets.
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Faction reputation webs. Cloudpunk-like vibe doesn't need politics sim in v1.
Draft verdict: PROCEED, one gate.
The decisive unknown: what the player does while carrying. If the answer is just "drive fast," the decay meter becomes a chore, not a hook. The filtering mini-game and the peek trade-off are where this lives or dies.
Pick the next step
1.(Recommended) Define the filtering mini-game — it's your second-to-second verb.
2.Map the memory-as-fuel economy — how much identity can a run cost?
3.Lock traversal: free flight vs. lane-based hover-lanes.
Connects securely to your tools. The creator never sees your data.
About this skill
Game development often stalls before the first line of code is written because of vague concepts or "idea fatigue." This skill functions as a lead designer that converts raw ideas, single mechanics, or loose themes into actionable project drafts without the friction of intake forms. It prioritizes momentum, delivering a visual "Concept Landing Page" immediately rather than asking the user to fill out a questionnaire.
What it does
- Instant Drafting Generates a complete concept draft including core loops and player experience descriptions from a single prompt.
- Adaptive Persona Detects technical proficiency from your input to switch between "Sparring Mode" for pros and "Landing Mode" for beginners.
- Scope Trimming Identifies and recommends features to cut early to ensure the project remains buildable.
- Pathfinding & Decisions Presents 2-3 distinct gameplay directions with specific trade-offs and recommended defaults.
- Strategic Validation Derives core pillars and "pain points" from the concept to act as quality gates for future features.
How it works
- Initial Input Submit a game idea, a specific mechanic, or a list of reference games you like.
- Concept Landing Page Review the generated draft which includes the first 10 minutes of gameplay and a feasibility audit.
- Iterative Refinement Adjust the direction through a maximum of three targeted questions per round to avoid analysis paralysis.
- Final Verdict Receive a formal Project Decision Document once the core direction is stable.
Frameworks & tools
The skill uses structured design methodologies including Mechanic Biopsies, Pillar Derivation, and the Zhangyi Decision Framework. It integrates with existing zhangyi.config.md files if present but functions as a standalone kickoff engine for new repositories.
Why this beats prompting it yourself
Generic prompts often result in "yes-man" AI that agrees with every bad idea, leading to scope creep. This skill is programmed to say "no" and provide evidence-based reasons why certain features should be cut before they waste your development time.
Use cases
- Zero-to-One Start a project when you have a vague feeling or vibe but no concrete mechanics.
- Mechanic Expansion Build a full game loop around a single unique interaction or control scheme.
- Reference Hybridization Combine elements from two existing games into a new, coherent design.
- Feasibility Check Audit an existing game design document to find "sleeping assets" and high-cost/low-gain features.
Known limitations
All judgments are based on theoretical deduction and industry experience. It cannot guarantee a game will be "fun" or commercially successful without prototype testing and player feedback.
How to use
Skills on Agensi run inside your AI agent. Copy the prompt, paste it into your agent, and it connects to Agensi and installs this skill for you. If a payment is needed, your agent shows it to you first.
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