Guided Onboarding
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.
Workflow
- Detect Project State (Silent)
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:
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Engine configured? Read .claude/docs/technical-preferences.md . If the Engine field contains [TO BE CONFIGURED] , the engine is not set.
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Game concept exists? Check for design/gdd/game-concept.md .
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Source code exists? Glob for source files in src/ (*.gd , *.cs , *.cpp , *.h , *.rs , *.py , *.js , *.ts ).
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Prototypes exist? Check for subdirectories in prototypes/ .
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Design docs exist? Count markdown files in design/gdd/ .
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Production artifacts? Check for files in production/sprints/ or production/milestones/ .
Store these findings internally. You will use them to validate the user's self-assessment and to tailor follow-up recommendations.
- 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.
- Route Based on Answer
If A: No idea yet
The user needs creative exploration before anything else. Engine choice, technical setup — all of that comes later.
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Acknowledge that starting from zero is completely fine
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Briefly explain what /brainstorm does (guided ideation using professional frameworks — MDA, player psychology, verb-first design)
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Recommend running /brainstorm open as the next step
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Show the recommended path:
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/brainstorm — discover your game concept
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/setup-engine — configure the engine (brainstorm will recommend one)
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/map-systems — decompose the concept into systems and plan GDD writing order
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/prototype — test the core mechanic
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/sprint-plan — plan the first sprint
If B: Vague idea
The user has a seed but needs help growing it into a concept.
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Ask them to share their vague idea — even a few words is enough
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Validate the idea as a starting point (don't judge or redirect)
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Recommend running /brainstorm [their hint] to develop it
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Show the recommended path:
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/brainstorm [hint] — develop the idea into a full concept
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/setup-engine — configure the engine
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/map-systems — decompose the concept into systems and plan GDD writing order
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/prototype — test the core mechanic
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/sprint-plan — plan the first sprint
If C: Clear concept
The user knows what they want to make but hasn't documented it.
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Ask 2-3 follow-up questions to understand their concept:
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What's the genre and core mechanic? (one sentence)
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Do they have an engine preference, or need help choosing?
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What's the rough scope? (jam game, small project, large project)
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Based on their answers, offer two paths:
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Formalize first: Run /brainstorm to structure the concept into a proper game concept document with pillars, MDA analysis, and scope tiers
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Jump to engine setup: If they're confident in their concept, go straight to /setup-engine and write the GDD manually afterward
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Show the recommended path (adapted to their choice):
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/brainstorm or /setup-engine (their pick)
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/design-review — validate the concept doc
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/map-systems — decompose the concept into individual systems with dependencies and priorities
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/design-system — author per-system GDDs (guided, section-by-section)
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/architecture-decision — make first technical decisions
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/sprint-plan — plan the first sprint
If D: Existing work
The user has artifacts already. Figure out what exists and what's missing.
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Share what you found in Step 1 (now it's relevant):
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"I can see you have [X source files / Y design docs / Z prototypes]..."
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"Your engine is [configured as X / not yet configured]..."
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Recommend running /project-stage-detect for a full analysis
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If the engine isn't configured, note that /setup-engine should come first
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Show the recommended path:
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/project-stage-detect — full gap analysis
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/setup-engine — if not configured
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/design-system — if systems index exists but GDDs are incomplete
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/gate-check — validate readiness for next phase
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/sprint-plan — organize the work
- 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?"
- Hand Off
When the user chooses their next step, let them invoke the skill themselves or offer to run it for them. Either way, the /start skill's job is done once the user has a clear next action.
Edge Cases
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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?"
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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)? Or would you like to start fresh with a new concept?"
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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."
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User doesn't fit any option: Let them describe their situation in their own words and adapt. The 4 options are starting points, not a prison.
Collaborative Protocol
This skill follows the collaborative design principle:
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Ask first — never assume the user's state or intent
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Present options — give clear paths, not mandates
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User decides — they pick the direction
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No auto-execution — recommend the next skill, don't run it without asking
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Adapt — if the user's situation doesn't fit a template, listen and adjust