This skill should be used when the user asks to "create GDD", "design game mechanics", "define progression system", "design combat", "create game design document", or mentions mechanics design, system design, or gameplay rules.
Guide the creation of a focused, implementation-ready GDD for a solo-developed indie action-RPG.
This is NOT a pitch document. This is a technical specification for yourself.
Priorities:
MOVEMENT SPEC:
- Base speed: [units/second]
- Sprint multiplier: [x]
- Dash distance: [units]
- Dash cooldown: [seconds]
- Dash i-frames: [yes/no, duration]
- Movement feel: [snappy/weighty/floaty]
RESOURCE SPEC:
- Health: [base value, scaling]
- Stamina/Energy: [if applicable]
- Resource regeneration: [rate, conditions]
- Healing method: [consumables/regen/checkpoints]
- Death penalty: [what's lost?]
MELEE SPEC:
- Attack types: [list each]
- Combo system: [yes/no, how?]
- Attack speed: [frames or seconds]
- Damage formula: [base + modifiers]
- Hitstun on enemies: [duration]
- Knockback: [distance, direction]
- I-frames during attacks: [if any]
RANGED SPEC:
- Projectile types: [list]
- Ammo/resource cost: [per shot]
- Range limit: [units or screen-based]
- Projectile speed: [units/second]
- Aim assist: [yes/no, how much]
LEVELING SPEC:
- XP sources: [kills, quests, exploration]
- XP curve: [linear/exponential, values]
- Level cap: [number]
- Per-level rewards: [stats, skills, both]
- Stat growth formula: [how much per level]
SKILL TREE SPEC:
- Tree structure: [linear/branching/free-form]
- Total skills: [number]
- Unlock method: [skill points, items, story]
- Respec option: [yes/no, cost]
- Active vs passive ratio: [X active, Y passive]
For each skill:
- Name:
- Type: [active/passive]
- Effect:
- Cost: [resource to use]
- Unlock requirement:
EQUIPMENT SPEC:
- Slot types: [weapon, armor, accessory, etc.]
- Rarity tiers: [common, rare, etc. - keep minimal]
- Stat modifiers: [which stats affected]
- Special properties: [unique effects, if any]
- Upgrade system: [yes/no, how]
- Inventory limit: [number or weight]
ENEMY: [Name]
- Role: [fodder/ranged/tank/elite/boss]
- Health: [value]
- Damage: [value]
- Speed: [relative to player]
- Behavior pattern: [describe AI loop]
- Attack tells: [how player knows attack coming]
- Vulnerability windows: [when player can safely attack]
- Special mechanics: [unique traits]
DIFFICULTY SPEC:
- Difficulty modes: [yes/no, what changes]
- Zone scaling: [how enemies get harder per zone]
- Elite/variant system: [stronger versions of base enemies]
- Respawn rules: [when/if enemies return]
ZONE TEMPLATE:
- Size: [rooms/screens]
- Enemy density: [encounters per room average]
- Secret density: [hidden areas per zone]
- Resource distribution: [healing, currency]
- Shortcuts: [unlockable paths]
- Checkpoint frequency: [save points per zone]
INTERACTABLE TYPES:
- Doors: [locked types, key requirements]
- Chests: [loot tables, one-time vs respawn]
- NPCs: [interaction method]
- Switches/puzzles: [complexity level]
- Environmental hazards: [damage, avoidance]
CURRENCY SPEC:
- Currency type(s): [souls, gold, etc.]
- Drop rates: [per enemy type]
- Prices: [upgrade costs, shop items]
- Lost on death: [yes/no, percentage]
- Storage limit: [if any]
LOOT SPEC:
- Drop method: [enemy drops, chests, boss rewards]
- Randomization: [fixed drops vs RNG]
- Drop tables: [define per enemy/chest type]
- Duplicate handling: [currency conversion?]
HUD SPEC:
- Health display: [bar, hearts, numeric]
- Resource display: [if applicable]
- Minimap: [yes/no, style]
- Enemy health: [visible, when?]
- Interaction prompts: [style, position]
- Damage numbers: [yes/no]
MENU SPEC:
- Pause menu: [options available]
- Inventory: [grid, list, how many items visible]
- Equipment: [comparison display]
- Map: [full map system, fog of war?]
- Settings: [audio, video, controls]
GAME FEEL SPEC:
- Screen shake: [on hit given/received, intensity]
- Hit pause: [duration in frames]
- Attack particles: [slash effects, impacts]
- UI feedback: [damage flash, low health warning]
- Sound priority: [what sounds always play]
PERFORMANCE SPEC:
- Target framerate: [60fps, 30fps]
- Input latency target: [frames]
- Load time targets: [zone transitions]
- Memory budget: [if relevant]
Generate a Game Design Document containing:
references/balance-spreadsheet-guide.md - How to create balance spreadsheetsreferences/combat-feel-tuning.md - Parameters for good combat feelexamples/gdd-template.md - Complete GDD templateexamples/enemy-roster-sample.md - Example enemy definitions