Refine vague feature ideas into structured Feature Idea Briefs through interactive Q&A. Use this when the user has a rough idea that needs fleshing out before creating a full feature spec.
This skill takes rough, vague feature ideas and refines them through interactive Q&A into a structured Feature Idea Brief that serves as input for the Feature Spec Generator.
Invoke this skill when the user:
Do NOT use this skill when:
Interactive exploration ensures the resulting Feature Idea Brief is:
Always start by understanding what problem they're trying to solve:
I'll help you flesh out this feature idea! Let me understand what you're working with:
**1. The Problem**
What issue or gap are you trying to address?
- [ ] Something feels missing from the game
- [ ] An existing system isn't satisfying
- [ ] Players need a new capability
- [ ] Technical/design debt needs addressing
- [ ] Just exploring ideas
**2. Player Experience Goal**
How should players FEEL or what should they be able to DO?
(Example: "Feel powerful", "Make strategic choices", "Have something to spend resources on")
**3. Initial Idea (if any)**
Do you have a rough direction in mind, or are you starting from scratch?
Wait for user response before proceeding.
After receiving Phase 1 answers, gather project context:
**/*gdd*.md, **/*design-bible*.md**/*roadmap*.mdThen ask:
Thanks! I've reviewed your game design documents. Let me ask a few more questions:
**4. Design Pillar Alignment**
Which of your design pillars should this feature support?
[List pillars from GDD if found]
**5. Existing Systems**
How might this interact with systems you already have?
- Combat system
- Progression/XP
- Inventory
- Economy (scrap)
- [Other systems found in codebase]
**6. Reference Games**
Any games that do something similar to what you're imagining?
(This helps me understand the "feel" you're going for)
Wait for user response before proceeding.
After gathering context, present 2-3 possible approaches:
Based on what you've shared, here are some approaches we could take:
## Approach A: [Name]
**Core idea:** [Brief description]
**Pros:** [Benefits]
**Cons:** [Drawbacks]
**Scope:** Small/Medium/Large
## Approach B: [Name]
**Core idea:** [Brief description]
**Pros:** [Benefits]
**Cons:** [Drawbacks]
**Scope:** Small/Medium/Large
## Approach C: [Name] (Hybrid/Alternative)
**Core idea:** [Brief description]
**Pros:** [Benefits]
**Cons:** [Drawbacks]
**Scope:** Small/Medium/Large
**Which direction appeals to you?** Or would you like to combine elements?
Wait for user response before proceeding.
After user picks a direction, clarify scope:
Great choice! Let's nail down the boundaries:
**7. Must-Have Features**
What absolutely MUST be in the first version?
(List 3-5 core elements)
**8. Nice-to-Have Features**
What would be great to add if time permits?
(Polish, extra options, edge cases)
**9. Explicitly Out of Scope**
What should we consciously leave out?
(Prevents scope creep later)
**10. Open Questions**
What decisions can wait until the spec phase?
(Things that need more research or testing)
Wait for user response before proceeding.
After all phases, generate the Feature Idea Brief document.
Save to docs/ideas/[feature-name]-idea.md:
# Feature Idea Brief: [Feature Name]
**Created:** [Date]
**Status:** Ready for Spec
**Author:** [User] + Claude (Feature Idea Designer)
---
## Problem Statement
**The Problem:**
[1-2 sentences describing what issue this addresses]
**Why It Matters:**
[Why this problem is worth solving for the game]
**Current State:**
[How things work now / what's missing]
---
## Player Experience Goal
**Players should feel:**
[Emotional/experiential goals]
**Players should be able to:**
[Concrete capabilities they gain]
**Success looks like:**
[Observable outcomes when feature works well]
---
## Design Pillar Alignment
| Pillar | How This Feature Supports It |
|--------|------------------------------|
| [Pillar 1] | [Explanation] |
| [Pillar 2] | [Explanation] |
---
## Proposed Approach
**Direction:** [Chosen approach name]
**Core Concept:**
[2-3 paragraph description of how this feature works at a high level]
**Key Elements:**
1. [Element 1] - [Brief description]
2. [Element 2] - [Brief description]
3. [Element 3] - [Brief description]
**Player Flow:**
1. [Step 1 - What triggers/enters the feature]
2. [Step 2 - What the player does]
3. [Step 3 - What happens as a result]
4. [Step 4 - How they exit/continue]
---
## Scope Definition
### In Scope (Must-Have)
- [ ] [Core feature 1]
- [ ] [Core feature 2]
- [ ] [Core feature 3]
- [ ] [Core feature 4]
### Nice-to-Have (Stretch)
- [ ] [Polish item 1]
- [ ] [Extra feature 1]
- [ ] [Edge case handling]
### Explicitly Out of Scope
- ❌ [Thing we're NOT doing 1]
- ❌ [Thing we're NOT doing 2]
- ❌ [Future consideration]
**Rationale for scope:** [Why these boundaries make sense]
---
## Integration Points
**Connects to:**
- [System 1] - [How it connects]
- [System 2] - [How it connects]
**Data it needs:**
- [Data from existing system]
**Data it provides:**
- [Data for other systems to use]
---
## Reference Games
| Game | What to Study |
|------|---------------|
| [Game 1] | [Specific mechanic or feel] |
| [Game 2] | [Specific mechanic or feel] |
---
## Open Questions
These need resolution during spec/implementation:
1. **[Question 1]** - [Context]
2. **[Question 2]** - [Context]
3. **[Question 3]** - [Context]
---
## Alternatives Considered
### [Alternative A]
- **Idea:** [Brief description]
- **Why not:** [Reason for not choosing]
### [Alternative B]
- **Idea:** [Brief description]
- **Why not:** [Reason for not choosing]
---
## Next Steps
1. [ ] Review this brief with [stakeholders if any]
2. [ ] Run `/feature-spec-generator` with this brief as input
3. [ ] Create implementation plan
4. [ ] Build it!
---
## Ready for Spec: ✅
This feature idea is ready to be turned into a full specification.
**Recommended spec ID:** [Phase.Number]-[feature-name]
**Estimated complexity:** Low / Medium / High
For vague problems:
For unclear scope:
For design alignment:
For technical clarity:
❌ Leading questions that assume a solution ❌ Yes/no questions that don't explore ❌ Technical implementation questions (save for spec) ❌ Questions already answered in GDD/roadmap
❌ Vague problems: "Make the game better" ❌ No player benefit: Pure technical feature with no experience goal ❌ Unbounded scope: "Everything players could want" ❌ Disconnected: Doesn't relate to existing systems ❌ Solution without problem: Jumped to "what" without "why"
docs/ideas/[name]-idea.mdUser: "I want some kind of shop system"
Skill:
I'll help you flesh out this shop idea! Let me understand what you're working with:
1. **The Problem** - What gap is this filling? Do players have too much scrap? Need gear variety?
2. **Player Experience Goal** - How should interacting with a shop feel?
3. **Initial Direction** - Any rough ideas on what kind of shop?
User: "Players have scrap but nothing to spend it on. Should feel like a reward for doing well."
Skill: [Reads GDD, checks existing economy]
Makes sense! Your economy gives scrap from salvage and combat. Questions:
4. Which design pillars should this support? (Tactical depth? Customization?)
5. How might this interact with your inventory and part systems?
6. Any games with shop systems you like? (FTL? Slay the Spire?)
User: "Tactical depth for sure. Should use existing parts. Love Slay the Spire's shop."
Skill: [Presents approaches]
Here are three approaches:
## Approach A: Map Node Shop (like Slay the Spire)
Fixed shop nodes on star map, visit between missions...
## Approach B: Persistent Trader
Always-available shop from bridge, refreshes after missions...
## Approach C: Event-Based Merchants
Random trader encounters during events...
Which direction appeals?
User: "Approach A - the map node shop"
Skill:
Great! Let's define scope:
7. Must-haves for v1?
8. Nice-to-haves if time permits?
9. What's explicitly NOT in this version?
10. Any open questions for later?
User: [Provides scope answers]
Skill: [Generates Feature Idea Brief, saves to docs/ideas/shop-system-idea.md]
User: "Flesh out this idea: [vague concept]" User: "Help me design a [feature area]" User: "I have an idea but it's not clear yet" User: "What could a [system] look like for my game?" User: "Brainstorm [feature type] with me" User: "I need to think through [concept] before speccing it"
Inputs from:
Outputs to:
Workflow chain:
[Vague Idea] → Feature Idea Designer → [Feature Idea Brief]
↓
[Feature Idea Brief] → Feature Spec Generator → [Full Spec]
↓
[Full Spec] → Feature Implementer → [Working Code]