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Claude-Code-Game-Studios/tests/skills/_fixtures/minimal-game-concept.md
Donchitos af2b864796 Add /skill-test suite: linter, behavioral specs, and coverage catalog for 52 skills
- New skill: /skill-test (static | spec | audit modes)
  - static: 7-check structural linter per skill file
  - spec: Claude-evaluated behavioral assertions against test specs
  - audit: coverage report across all 52 skills with priority gaps
- New hook: validate-skill-change.sh — advisory reminder to lint after skill edits
- New template: skill-test-spec.md — standard structure for authoring test specs
- New: tests/skills/catalog.yaml — machine-readable coverage index (52 skills)
- New: tests/skills/_fixtures/ — shared fixtures (complete concept, incomplete GDD)
- New: 4 seed test specs for critical gate skills (gate-check, design-review,
  story-readiness, story-done) — 4 cases each
- Modified: settings.json — validate-skill-change.sh added to PostToolUse hook

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-13 17:05:08 +11:00

2.4 KiB
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Game Concept: Echoes of the Deep

Overview

Echoes of the Deep is a single-player atmospheric puzzle-platformer set in a bioluminescent underwater cave network. Players control a deep-sea diver exploring ancient ruins while managing oxygen supplies and manipulating light sources to reveal hidden paths and solve environmental puzzles.

Player Fantasy

The player should feel like a lone explorer uncovering a lost civilization, experiencing wonder at beautiful environments, and the satisfying "aha" moment when a clever puzzle clicks into place. The oxygen mechanic creates gentle pressure without punishing failure harshly.

Core Loop

  1. Explore — navigate branching cave sections using light and movement
  2. Discover — find oxygen caches, light sources, and ancient mechanisms
  3. Solve — manipulate light and environment to unlock new areas
  4. Progress — unlock deeper cave sections with escalating complexity

Game Pillars

  1. Wonder — every area should contain something visually or mechanically surprising
  2. Accessibility — the game should be completable without frustration; oxygen manages pacing, not punishment
  3. Environmental Storytelling — the ruins tell a story without text exposition

Target Audience

Casual-to-midcore players who enjoy relaxed exploration games (Subnautica, Journey, ABZÛ) and puzzle games that reward observation over reflexes. Target age: 16+. Target sessions: 3090 minutes.

Unique Selling Points

  • Bioluminescent light manipulation as the core puzzle mechanic
  • No enemies — tension comes from environment and resource management
  • Procedurally decorated (handcrafted levels, procedural detail pass)

Technical Scope

  • Engine: Godot 4.6
  • Platform: PC (Steam), with console ports post-launch
  • Team size: Solo developer
  • Target completion: 12-month development cycle
  • Scope: 46 hours main story, 812 hours completionist

Art Direction

Darkly atmospheric with vibrant bioluminescence providing the primary color palette. Deep blues, purples, and blacks punctuated by greens, teals, and ambers from living organisms and ancient technology.

Fun Hypothesis

Players will feel rewarded by the combination of visual beauty and the satisfying moment of discovering how light manipulation solves each puzzle. The oxygen system will create just enough pressure to make exploration feel meaningful without making death feel punishing.