Install
$ agentstack add skill-starchybomb-browser-engine-brainstorm-game-design ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README — it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming — see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps — measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Brainstorm: Game Design — decide what the game IS, then never lose it
This is a design-facilitation mode, not a code mode. Its job is to turn a vague idea ("a shooter, but cool") into a committed design with pillars and constraints — and to write that design into the game project so the next session, in any agent, builds the same game instead of a new one.
Two failures this mode prevents: (1) generic design — the game that's a list of features from every other game in its genre; (2) design amnesia — decisions made in chat that vanish, so the next session contradicts them. Both are solved the same way: force real choices, then persist them.
The persistence contract (non-negotiable — read [../browser-engine/references/design-memory.md](../browser-engine/references/design-memory.md))
Chat proposes; game-design/GDD.md records. The moment a decision is accepted it is written to the GDD, logged in decisions.md, and the summary in AGENTS.md is kept in sync so every agent reloads it. A brilliant brainstorm that stays in the transcript is a failure. Scaffold the memory first: [tools/scaffold-design-memory.mjs](tools/scaffold-design-memory.mjs).
BANNED (generic-design tells — never ship a GDD with these unexamined)
- Genre-by-checklist — "platformer with double jump, dash, wall-jump, collectibles, boss." That's the genre's feature list, not a design. What's the ONE thing this game does that its genre doesn't?
- No pillars — a design with no 2–4 pillars can't say no to anything, so it scope-creeps forever.
- Undefined core loop — if you can't write the 15-second loop the player repeats, there's no game yet, just a setting.
- Fantasy-free mechanics — mechanics that don't serve a feeling. "You can craft" — to feel like what? Master? Survivor? Tinkerer?
- Ignoring the browser — designing a 200-hour open world for a tab that must load in 5s and run on a phone. Scope to the medium (see [../browser-engine/references/browser-constraints.md](../browser-engine/references/browser-constraints.md)).
- "And also…" scope — every idea bolted on. A tight game that does one thing brilliantly beats a bloated one that does ten things adequately.
- Deciding art before mechanics — the look is not the design. Grey-box the fun first.
Process (facilitate in this order — one question at a time, don't dump a form)
- Scaffold the memory if it doesn't exist — run [tools/scaffold-design-memory.mjs](tools/scaffold-design-memory.mjs) in the game project. Read any existing
game-design/GDD.mdfirst; you may be continuing, not starting. - Nail the fantasy in one sentence. "The player feels like ___ doing ___." Everything serves this. If we can't finish it, we brainstorm until we can.
- Find the hook — the one thing this game does that others in its genre don't. A twist on a mechanic, an unusual constraint, a subject nobody's mined. This is what makes it worth building. Pressure-test it: would someone tell a friend about this specific thing?
- Write 2–4 pillars — short truths the whole game obeys (e.g. "every death teaches," "no menus, ever," "one screen, no scrolling"). Pillars are how the design says no.
- Define the core loop — the 15–60s cycle the player repeats: do X → get Y → spend Y on Z → back to X. If it's not fun in your head as a loop, no art will save it.
- List mechanics — and tie each to a pillar/fantasy. A mechanic with no pillar behind it is a cut candidate. Fewer, deeper mechanics beat more, shallow ones.
- Set win/loss/progression — what ends a run, what carries over, what "getting better" means (skill? unlocks? knowledge?).
- Scope to the browser, honestly — session length, load budget, mobile, solo-dev time. Cut to what ships. Name what's explicitly OUT of scope (the "not-doing" list is as valuable as the doing list).
- Critique against the pillars — walk the whole design back through the pillars and cut anything that doesn't serve one. Then write it all to
GDD.md, log the session indecisions.md, updateAGENTS.md. - Hand off to build — the [browser-engine](../browser-engine/SKILL.md) skill and [brainstorm-level-design](../brainstorm-level-design/SKILL.md) now have a source of truth to build from.
Facilitation style
- One question at a time. A wall of questions gets a shrug. Ask, react, go deeper, then move on.
- Propose, don't just prompt. Offer 2–3 concrete options with a recommendation, so the user picks/reacts instead of staring at a blank page. Bring taste.
- Push back. "That's the generic answer — what if instead…" is the whole value. A yes-man brainstorm produces a yes-man game.
- Converge. Brainstorm diverges then commits. End every session with decisions written down, not a bigger pile of maybes.
- Small scope is a feature. When in doubt, cut. The best browser games are small and sharp.
What lands in game-design/GDD.md (the template)
Title · one-line pitch · fantasy · hook · pillars (2–4) · core loop · mechanics (each tied to a pillar) · controls · win/loss/progression · scope + explicitly out-of-scope · art/audio direction (last) · open questions. Template: [templates/GDD.md](templates/GDD.md).
The done check
- [ ] Fantasy stated in one sentence; hook is specific and share-worthy
- [ ] 2–4 pillars written; every mechanic maps to one
- [ ] Core loop written as a concrete 15–60s cycle
- [ ] Win/loss/progression defined; scope realistic for the browser + a solo dev
- [ ] An explicit out-of-scope list exists
- [ ] Everything written to
game-design/GDD.md; session logged indecisions.md;AGENTS.mdsummary in sync - [ ] A fresh agent could read the repo and know exactly what game this is
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: StarchyBomb
- Source: StarchyBomb/browser-engine
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.