Files
Claude-Code-Game-Studios/.claude/skills/start/SKILL.md
Donchitos 6c041ac1be Release v0.4.0: /consistency-check, skill fixes, genre-agnostic agents
New skill: /consistency-check — cross-GDD entity registry scanner
New registries: design/registry/entities.yaml, docs/registry/architecture.yaml
Skill fixes: no-arg guards, verdict keywords, AskUserQuestion gates on all team-* skills
Agent fixes: genre-agnostic language in game-designer, systems-designer, economy-designer, live-ops-designer
Docs: skill/template counts corrected, stale references cleaned up

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-27 20:07:44 +11:00

7.2 KiB

name, description, argument-hint, user-invocable, allowed-tools
name description argument-hint user-invocable allowed-tools
start First-time onboarding — asks where you are, then guides you to the right workflow. No assumptions. [no arguments] true Read, Glob, Grep, AskUserQuestion

Guided Onboarding

This skill is read-only — it reports findings but writes no files.

This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.


Phase 1: Detect Project State

Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.

Check:

  • Engine configured? Read .claude/docs/technical-preferences.md. If the Engine field contains [TO BE CONFIGURED], the engine is not set.
  • Game concept exists? Check for design/gdd/game-concept.md.
  • Source code exists? Glob for source files in src/ (*.gd, *.cs, *.cpp, *.h, *.rs, *.py, *.js, *.ts).
  • Prototypes exist? Check for subdirectories in prototypes/.
  • Design docs exist? Count markdown files in design/gdd/.
  • Production artifacts? Check for files in production/sprints/ or production/milestones/.

Store these findings internally to validate the user's self-assessment and tailor recommendations.


Phase 2: Ask Where the User Is

This is the first thing the user sees. Present these 4 options clearly:

Welcome to Claude Code Game Studios!

Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?

A) No idea yet — I don't have a game concept at all. I want to explore and figure out what to make.

B) Vague idea — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete.

C) Clear concept — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet.

D) Existing work — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.

Wait for the user's answer. Do not proceed until they respond.


Phase 3: Route Based on Answer

If A: No idea yet

The user needs creative exploration before anything else.

  1. Acknowledge that starting from zero is completely fine
  2. Briefly explain what /brainstorm does (guided ideation using professional frameworks — MDA, player psychology, verb-first design)
  3. Recommend running /brainstorm open as the next step
  4. Show the recommended path:
    • /brainstorm — discover your game concept
    • /setup-engine — configure the engine (brainstorm will recommend one)
    • /map-systems — decompose the concept into systems and plan GDD writing order
    • /prototype — test the core mechanic
    • /sprint-plan — plan the first sprint

If B: Vague idea

  1. Ask them to share their vague idea — even a few words is enough
  2. Validate the idea as a starting point (don't judge or redirect)
  3. Recommend running /brainstorm [their hint] to develop it
  4. Show the recommended path:
    • /brainstorm [hint] — develop the idea into a full concept
    • /setup-engine — configure the engine
    • /map-systems — decompose the concept into systems
    • /prototype — test the core mechanic
    • /sprint-plan — plan the first sprint

If C: Clear concept

  1. Ask 2-3 follow-up questions:
    • What's the genre and core mechanic? (one sentence)
    • Do they have an engine preference, or need help choosing?
    • What's the rough scope? (jam game, small project, large project)
  2. Offer two paths:
    • Formalize first: Run /brainstorm to structure the concept into a proper game concept document
    • Jump to engine setup: Go straight to /setup-engine and write the GDD manually afterward
  3. Show the recommended path:
    • /brainstorm or /setup-engine (their pick)
    • /design-review — validate the concept doc
    • /map-systems — decompose the concept into individual systems
    • /design-system — author per-system GDDs
    • /architecture-decision — make first technical decisions
    • /sprint-plan — plan the first sprint

If D: Existing work

  1. Share what you found in Phase 1:

    • "I can see you have [X source files / Y design docs / Z prototypes]..."
    • "Your engine is [configured as X / not yet configured]..."
  2. Sub-case D1 — Early stage (engine not configured or only a game concept exists):

    • Recommend /setup-engine first if engine not configured
    • Then /project-stage-detect for a gap inventory

    Sub-case D2 — GDDs, ADRs, or stories already exist:

    • Explain: "Having files isn't the same as the template's skills being able to use them. GDDs might be missing required sections. /adopt checks this specifically."
    • Recommend:
      1. /project-stage-detect — understand what phase and what's missing entirely
      2. /adopt — audit whether existing artifacts are in the right internal format
  3. Show the recommended path for D2:

    • /project-stage-detect — phase detection + existence gaps
    • /adopt — format compliance audit + migration plan
    • /setup-engine — if engine not configured
    • /design-system retrofit [path] — fill missing GDD sections
    • /architecture-decision retrofit [path] — add missing ADR sections
    • /architecture-review — bootstrap the TR requirement registry
    • /gate-check — validate readiness for next phase

Phase 4: Confirm Before Proceeding

After presenting the recommended path, ask the user which step they'd like to take first. Never auto-run the next skill.

"Would you like to start with [recommended first step], or would you prefer to do something else first?"


Phase 5: Hand Off

When the user chooses their next step, let them invoke the skill themselves or offer to run it for them. The /start skill's job is done once the user has a clear next action.

Verdict: COMPLETE — user oriented and handed off to next step.


Edge Cases

  • User picks D but project is empty: Gently redirect — "It looks like the project is a fresh template with no artifacts yet. Would Path A or B be a better fit?"
  • User picks A but project has code: Mention what you found — "I noticed there's already code in src/. Did you mean to pick D (existing work)?"
  • User is returning (engine configured, concept exists): Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at design/gdd/game-concept.md. Want to pick up where you left off? Try /sprint-plan or just tell me what you'd like to work on."
  • User doesn't fit any option: Let them describe their situation in their own words and adapt.

Collaborative Protocol

  1. Ask first — never assume the user's state or intent
  2. Present options — give clear paths, not mandates
  3. User decides — they pick the direction
  4. No auto-execution — recommend the next skill, don't run it without asking
  5. Adapt — if the user's situation doesn't fit a template, listen and adjust