A Claude Code plugin marketplace for game design skills — covering mechanics, programming, narrative, art, audio, and everything in between. Engine-agnostic.
/plugin marketplace add tielur/claude-game-studiokit
/plugin install game-design@claude-game-studiokit
game-design plugin includes the following skills:
| Skill | Description |
|---|---|
| fun-review | Evaluate mechanics and ideas for fun, including incentive loops, tension, clarity, surprise, and flow. |
| playtest-plan | Plan a playtesting approach, including testing types, observation methods, structured feedback, and tester recruitment. |
| randomness-review | Evaluate how randomness is used, including input vs output, controlled variance, info flow, and fairness. |
| appeal-engagement-review | Evaluate whether a game has both appeal (why someone clicks) and engagement (why they keep playing). |
| cursed-problems | Identify design conflicts that cannot be solved, including conflicting player promises and workaround strategies. |
| idea-validation | Evaluate whether a game idea is worth pursuing, including the Idea Iceberg, fantasy-first thinking, and pitch testing. |
| level-design-review | Evaluate level designs for player flow, challenge pacing, environmental storytelling, and teaching through play. |
| playtesting-strategy | Plan or evaluate playtesting approaches, including Kleenex vs deep testing, feedback methods, and finding testers. |
| polish-review | Evaluate visual identity, audio design, typography, and overall aesthetic coherence. |
| scope-review | Evaluate whether a game's scope is achievable, including feature cuts, team capabilities, and risk factors. |
| economy-review | Evaluate resource systems, currency design, crafting, and loot tables for meaningful decisions and balanced flow. |
| design-discovery | Guide emergent design through rapid prototyping, including following the fun, recognizing bugs-as-features, and pivot decisions. |
| feedback-loop-review | Evaluate how feedback loops work in a game design, including positive/negative loops, snowballing, rubber-banding, and mixed incentives. |
| tutorial-review | Evaluate how a game teaches players, including tutorial design, onboarding flow, environmental teaching, and implicit vs explicit systems. |
| mechanics-review | Evaluate whether a game mechanic is well-designed, including depth, interaction quality, isolation testing, and transplant risks. |
| balance-review | Evaluate game balance, including interpreting balance data, the warping effect test, and whether a balance problem is actually a design problem. |