Prototype & Balance
5 skillsGameplay mechanics
From idea to verdict to numbers: a throwaway prototype with a PROCEED/PIVOT/KILL call, level and puzzle design, enemy AI, then a balance check.
View bundleGame-making roadmap ยท Step 2
Turn an idea into rules that are fun: prototype, levels, puzzles, enemy AI and number balance.
Starter
Hosted and tested by us. Free, no login.
5 hosted ยท 3 tested
Advanced
Bundles in the order you use them. Free with sign-up.
Pro
Original packs written by GameSkill.
Gameplay mechanics
From idea to verdict to numbers: a throwaway prototype with a PROCEED/PIVOT/KILL call, level and puzzle design, enemy AI, then a balance check.
View bundleDirectory listings link to the author's repository. Only Starter skills are hosted and tested by GameSkill.
Find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data.
Concept prototype before GDDs โ throwaway HTML, Engine or Paper build, PROCEED/PIVOT/KILL/NOT ASSESSED.
Build a behavior-tree runtime and a Utility AI system with response curves, plus hybrid agents where the behavior tree drives utility scoring.
Design playable levels from blockout to final: player metrics, pacing and flow, gating, the critical path and encounter design.
Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo.
Guides the user through finding and choosing a game concept.
Decompose a concept into individual systems, map dependencies, prioritize design order, create the systems index.
Lightweight spec for small changes โ tuning adjustments, minor mechanics.
Orchestrate the combat team โ game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, qa-tester โ design through implement and validate.
Orchestrate the level team โ level-designer, narrative-director, world-builder, art-director, systems-designer, qa-tester โ for complete area creation.
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards.
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
NPC and enemy decision-making with state machines, behavior trees, steering and A* pathfinding, paired with your engine's navigation API.
Procedural content with seeded RNG: Perlin and Simplex noise terrain, rooms-and-corridors dungeons and weighted loot tables.
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables.
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat.
Build a survival-crafting game: resource gathering, inventory, crafting and a tech tree, needs (hunger/thirst/temperature), and base building.
Build a tower defense: enemies pathing along lanes, wave spawning, towers that auto-target and fire, an economy, and lives.
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto.
Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links.
Agent skills for source-grounded adaptation of novels into games: cited design docs, target-runtime builds and evidence-based QA.
Direct game art and creative vision.
Deconstruct a novel for game adaptation.
Design game concepts from a novel.
Design game experience, systems, and levels.
Bevy ECS combat: Health, Team, and Invuln on actors, Hit messages, melee reach, despawn on FixedUpdate after damage.
Bevy ECS economy: Wallet components, a PriceTable resource, Purchase and Transfer messages, vendor stock.
A Bevy ECS skill for inventories: items, stacks and the systems that change them.
Route a Bevy 0.20 platformer: coyote time and jump buffer on Mover, gravity on FixedUpdate, one-way ledges, follow camera.
Route a Bevy 0.20 roguelike: RunSeed resource, room entities, permadeath flag, turn energy, grid pickup.
Bevy genre router for tower defense.
Unreal Engine C++ AI: AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS and Smart Objects.
An MIT pack of about 190 SKILL.md agent skills for game design: combat feel, camera, traversal, world, validation, 2D/Spine and art pipeline, with a dispatcher and adapters for Three.js, PixiJS, Phaser, Cocos, Godot, Unity and Unreal.
26 game development skills from the Skillary catalog: game design, level and narrative design, monetization, playtesting, Unity, Unreal, Blender, audio and engineering.
Design systems and mechanics: GDD authorship, gameplay loops, economy balancing and player psychology.
Design layout, pacing, encounter placement and environmental narrative.
Design branching dialogue, lore architecture and environmental storytelling aligned to the GDD.
A macOS app that watches Claude play NetHack on its own, using the Claude Agent SDK and tmux.