claude-code-arcane 1.0.0

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Files changed (1778) hide show
  1. package/CHANGELOG.md +100 -0
  2. package/LICENSE +26 -0
  3. package/README.md +372 -0
  4. package/agents/ai/ai-architect.md +80 -0
  5. package/agents/ai/data-engineer.md +66 -0
  6. package/agents/ai/data-scientist.md +58 -0
  7. package/agents/ai/ml-engineer.md +61 -0
  8. package/agents/business/business-ops-lead.md +64 -0
  9. package/agents/business/financial-analyst.md +62 -0
  10. package/agents/business/sales-engineer.md +74 -0
  11. package/agents/clevel/ceo-advisor.md +64 -0
  12. package/agents/clevel/cfo-advisor.md +63 -0
  13. package/agents/clevel/chief-of-staff.md +60 -0
  14. package/agents/clevel/cmo-advisor.md +67 -0
  15. package/agents/clevel/coo-advisor.md +79 -0
  16. package/agents/clevel/cto-advisor.md +72 -0
  17. package/agents/devops/cloud-architect.md +52 -0
  18. package/agents/devops/platform-lead.md +72 -0
  19. package/agents/devops/sre-lead.md +100 -0
  20. package/agents/engineering/android-engineer.md +78 -0
  21. package/agents/engineering/backend-architect.md +127 -0
  22. package/agents/engineering/database-architect.md +138 -0
  23. package/agents/engineering/flutter-engineer.md +75 -0
  24. package/agents/engineering/frontend-architect.md +138 -0
  25. package/agents/engineering/go-engineer.md +102 -0
  26. package/agents/engineering/ios-engineer.md +76 -0
  27. package/agents/engineering/node-engineer.md +107 -0
  28. package/agents/engineering/react-engineer.md +109 -0
  29. package/agents/engineering/react-native-engineer.md +112 -0
  30. package/agents/engineering/sql-specialist.md +106 -0
  31. package/agents/game/accessibility-specialist.md +150 -0
  32. package/agents/game/ai-programmer.md +95 -0
  33. package/agents/game/analytics-engineer.md +101 -0
  34. package/agents/game/art-director.md +64 -0
  35. package/agents/game/economy-designer.md +143 -0
  36. package/agents/game/game-designer.md +70 -0
  37. package/agents/game/gameplay-programmer.md +133 -0
  38. package/agents/game/lead-programmer.md +62 -0
  39. package/agents/game/level-designer.md +115 -0
  40. package/agents/game/live-ops-designer.md +184 -0
  41. package/agents/game/narrative-director.md +60 -0
  42. package/agents/game/network-programmer.md +98 -0
  43. package/agents/game/performance-analyst.md +112 -0
  44. package/agents/game/qa-lead.md +65 -0
  45. package/agents/game/qa-tester-gamedev.md +230 -0
  46. package/agents/game/release-manager.md +65 -0
  47. package/agents/game/sound-designer.md +85 -0
  48. package/agents/game/systems-designer.md +157 -0
  49. package/agents/game/technical-artist.md +108 -0
  50. package/agents/game/technical-director.md +74 -0
  51. package/agents/game/ue-replication-specialist.md +143 -0
  52. package/agents/game/unity-shader-specialist.md +178 -0
  53. package/agents/game/unity-specialist.md +184 -0
  54. package/agents/game/unreal-specialist.md +172 -0
  55. package/agents/game/ux-designer.md +112 -0
  56. package/agents/game/world-builder.md +111 -0
  57. package/agents/game/writer.md +104 -0
  58. package/agents/integrations/api-tools-specialist.md +209 -0
  59. package/agents/integrations/comms-tools-specialist.md +159 -0
  60. package/agents/integrations/design-tools-specialist.md +129 -0
  61. package/agents/integrations/docs-tools-specialist.md +116 -0
  62. package/agents/integrations/integrations-architect.md +144 -0
  63. package/agents/integrations/project-tools-specialist.md +129 -0
  64. package/agents/management/delivery-manager.md +105 -0
  65. package/agents/management/program-director.md +55 -0
  66. package/agents/management/project-manager.md +126 -0
  67. package/agents/management/scrum-master.md +96 -0
  68. package/agents/marketing/content-lead.md +74 -0
  69. package/agents/marketing/growth-lead.md +72 -0
  70. package/agents/marketing/marketing-analyst.md +89 -0
  71. package/agents/marketing/marketing-director.md +75 -0
  72. package/agents/marketing/seo-lead.md +80 -0
  73. package/agents/product/chief-product-officer.md +79 -0
  74. package/agents/product/design-system-lead.md +76 -0
  75. package/agents/product/product-manager.md +132 -0
  76. package/agents/product/ui-lead.md +73 -0
  77. package/agents/product/ux-lead.md +103 -0
  78. package/agents/quality/qa-director.md +121 -0
  79. package/agents/quality/qa-engineer.md +92 -0
  80. package/agents/quality/security-architect.md +144 -0
  81. package/agents/regulatory/compliance-officer.md +88 -0
  82. package/agents/regulatory/quality-manager.md +90 -0
  83. package/agents/regulatory/regulatory-director.md +92 -0
  84. package/agents/visualnovel/vn-comfyui-artist.md +91 -0
  85. package/agents/visualnovel/vn-narrative-director.md +86 -0
  86. package/agents/visualnovel/vn-producer.md +108 -0
  87. package/agents/visualnovel/vn-renpy-developer.md +118 -0
  88. package/agents/visualnovel/vn-scene-director.md +98 -0
  89. package/agents/visualnovel/vn-ui-designer.md +97 -0
  90. package/dist/cli.js +2352 -0
  91. package/docs/SKILLS-CATALOG.md +457 -0
  92. package/docs/USER-GUIDE.md +543 -0
  93. package/docs/agent-hierarchy.md +133 -0
  94. package/docs/coding-standards.md +135 -0
  95. package/docs/collaborative-design.md +439 -0
  96. package/docs/context-management.md +200 -0
  97. package/docs/coordination-rules.md +164 -0
  98. package/docs/directory-structure.md +156 -0
  99. package/docs/division-structure.md +135 -0
  100. package/docs/gamedev/coding-standards.md +184 -0
  101. package/docs/gates/README.md +169 -0
  102. package/docs/gates/gamedev-gates.md +509 -0
  103. package/docs/gates/software-gates.md +449 -0
  104. package/docs/software/coding-standards.md +165 -0
  105. package/docs/technical-preferences.md +61 -0
  106. package/docs/templates/accessibility-requirements.md +331 -0
  107. package/docs/templates/architecture-decision-record.md +177 -0
  108. package/docs/templates/architecture-doc-from-code.md +266 -0
  109. package/docs/templates/architecture-traceability.md +101 -0
  110. package/docs/templates/changelog-template.md +62 -0
  111. package/docs/templates/collaborative-protocols/design-agent-protocol.md +157 -0
  112. package/docs/templates/collaborative-protocols/implementation-agent-protocol.md +160 -0
  113. package/docs/templates/collaborative-protocols/leadership-agent-protocol.md +181 -0
  114. package/docs/templates/design-doc-from-implementation.md +204 -0
  115. package/docs/templates/incident-response.md +135 -0
  116. package/docs/templates/interaction-pattern-library.md +1089 -0
  117. package/docs/templates/milestone-definition.md +79 -0
  118. package/docs/templates/post-mortem.md +69 -0
  119. package/docs/templates/prd.md +222 -0
  120. package/docs/templates/project-stage-report.md +218 -0
  121. package/docs/templates/release-checklist-template.md +125 -0
  122. package/docs/templates/release-notes.md +103 -0
  123. package/docs/templates/rfc.md +256 -0
  124. package/docs/templates/risk-register-entry.md +58 -0
  125. package/docs/templates/skill-test-spec.md +96 -0
  126. package/docs/templates/sprint-plan.md +75 -0
  127. package/docs/templates/technical-design-document.md +98 -0
  128. package/docs/templates/test-evidence.md +86 -0
  129. package/docs/templates/test-plan.md +151 -0
  130. package/docs/templates/ux-spec.md +544 -0
  131. package/hooks/check-update.sh +82 -0
  132. package/hooks/detect-division.sh +28 -0
  133. package/hooks/detect-gaps.sh +230 -0
  134. package/hooks/log-agent-stop.sh +7 -0
  135. package/hooks/log-agent.sh +7 -0
  136. package/hooks/notify.sh +7 -0
  137. package/hooks/post-compact.sh +7 -0
  138. package/hooks/pre-compact.sh +7 -0
  139. package/hooks/session-start.sh +78 -0
  140. package/hooks/session-stop.sh +7 -0
  141. package/hooks/statusline.sh +98 -0
  142. package/hooks/validate-assets.sh +10 -0
  143. package/hooks/validate-commit.sh +24 -0
  144. package/hooks/validate-push.sh +21 -0
  145. package/hooks/validate-secrets.sh +23 -0
  146. package/hooks/validate-skill-change.sh +19 -0
  147. package/package.json +63 -0
  148. package/profiles/agile.yaml +60 -0
  149. package/profiles/ai.yaml +27 -0
  150. package/profiles/android-native.yaml +36 -0
  151. package/profiles/backend-go.yaml +56 -0
  152. package/profiles/backend-ts.yaml +59 -0
  153. package/profiles/business.yaml +24 -0
  154. package/profiles/clevel.yaml +48 -0
  155. package/profiles/clickup.yaml +21 -0
  156. package/profiles/core.yaml +83 -0
  157. package/profiles/database.yaml +28 -0
  158. package/profiles/design.yaml +30 -0
  159. package/profiles/docs.yaml +31 -0
  160. package/profiles/finance.yaml +23 -0
  161. package/profiles/flutter.yaml +37 -0
  162. package/profiles/frontend.yaml +39 -0
  163. package/profiles/infra.yaml +47 -0
  164. package/profiles/integrations.yaml +23 -0
  165. package/profiles/ios-native.yaml +37 -0
  166. package/profiles/jira.yaml +21 -0
  167. package/profiles/marketing.yaml +64 -0
  168. package/profiles/mobile.yaml +39 -0
  169. package/profiles/regulatory.yaml +33 -0
  170. package/profiles/security.yaml +30 -0
  171. package/profiles/self-improving.yaml +22 -0
  172. package/profiles/statusline.yaml +21 -0
  173. package/profiles/testing.yaml +32 -0
  174. package/profiles/unity-design.yaml +37 -0
  175. package/profiles/unity-dev.yaml +44 -0
  176. package/profiles/visual-novel.yaml +54 -0
  177. package/rules/ai-code.md +60 -0
  178. package/rules/api-code.md +41 -0
  179. package/rules/backend-code.md +35 -0
  180. package/rules/data-files.md +58 -0
  181. package/rules/frontend-code.md +35 -0
  182. package/rules/gamedev/ai-code.md +15 -0
  183. package/rules/gamedev/design-docs.md +18 -0
  184. package/rules/gamedev/engine-code.md +41 -0
  185. package/rules/gamedev/gameplay-code.md +31 -0
  186. package/rules/gamedev/narrative.md +15 -0
  187. package/rules/gamedev/network-code.md +15 -0
  188. package/rules/gamedev/shader-code.md +43 -0
  189. package/rules/gamedev/ui-code.md +15 -0
  190. package/rules/gamedev/vn-code.md +37 -0
  191. package/rules/implementation-workflow.md +48 -0
  192. package/rules/infra-code.md +47 -0
  193. package/rules/migration-code.md +41 -0
  194. package/rules/prototype-code.md +40 -0
  195. package/rules/test-standards.md +55 -0
  196. package/skills/ab-test-setup/SKILL.md +99 -0
  197. package/skills/ab-test-setup/references/sample-size-guide.md +252 -0
  198. package/skills/ab-test-setup/references/test-templates.md +268 -0
  199. package/skills/ab-test-setup/scripts/sample_size_calculator.py +337 -0
  200. package/skills/accessibility/SKILL.md +32 -0
  201. package/skills/accessibility/references/anti-patterns.md +9 -0
  202. package/skills/accessibility/references/component-requirements.md +15 -0
  203. package/skills/accessibility/references/focus-forms-testing.md +31 -0
  204. package/skills/accessibility/references/wcag-criteria.md +17 -0
  205. package/skills/ad-creative/SKILL.md +85 -0
  206. package/skills/ad-creative/references/creative-frameworks.md +253 -0
  207. package/skills/ad-creative/references/platform-specs.md +170 -0
  208. package/skills/ad-creative/scripts/ad_copy_validator.py +490 -0
  209. package/skills/agent-designer/README.md +430 -0
  210. package/skills/agent-designer/SKILL.md +64 -0
  211. package/skills/agent-designer/agent_evaluator.py +1223 -0
  212. package/skills/agent-designer/agent_planner.py +911 -0
  213. package/skills/agent-designer/assets/sample_execution_logs.json +543 -0
  214. package/skills/agent-designer/assets/sample_system_requirements.json +57 -0
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  220. package/skills/agent-designer/references/evaluation_methodology.md +749 -0
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  227. package/skills/agent-workflow-designer/SKILL.md +59 -0
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  232. package/skills/ai-security/scripts/ai_threat_scanner.py +564 -0
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  238. package/skills/analytics-tracking/SKILL.md +105 -0
  239. package/skills/analytics-tracking/references/debugging-playbook.md +224 -0
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  243. package/skills/android-native-dev/SKILL.md +878 -0
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  272. package/skills/app-store-optimization/scripts/aso_scorer.py +482 -0
  273. package/skills/app-store-optimization/scripts/competitor_analyzer.py +577 -0
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  278. package/skills/app-store-optimization/scripts/review_analyzer.py +714 -0
  279. package/skills/arcane-add/SKILL.md +47 -0
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@@ -0,0 +1,304 @@
1
+ # [Prototype Name] — Concept Document
2
+
3
+ ---
4
+ **Status**: Reverse-Documented from Prototype
5
+ **Prototype Path**: `prototypes/[name]/`
6
+ **Date**: [YYYY-MM-DD]
7
+ **Creator**: [User name]
8
+ **Outcome**: [Success | Partial Success | Failed | Needs More Testing]
9
+ ---
10
+
11
+ > **⚠️ Reverse-Documentation Notice**
12
+ >
13
+ > This concept document was created **after** the prototype was built. It captures
14
+ > the core mechanic, learnings, and design insights discovered through prototyping.
15
+ > This is a formalization of experimental work, not a pre-planned design.
16
+
17
+ ---
18
+
19
+ ## 1. Prototype Overview
20
+
21
+ **Original Hypothesis**:
22
+ [What question or idea was this prototype testing?]
23
+
24
+ **Approach**:
25
+ [How was the prototype built? Quick and dirty? Focused on one mechanic?]
26
+
27
+ **Duration**:
28
+ - Time spent: [X hours/days]
29
+ - Complexity: [Throwaway | Could be production-ready | Needs full rewrite]
30
+
31
+ **Outcome** (clarified):
32
+ - ✅ **Validated**: [What worked and should move forward]
33
+ - ⚠️ **Needs Work**: [What showed promise but needs refinement]
34
+ - ❌ **Invalidated**: [What didn't work and should be abandoned]
35
+
36
+ ---
37
+
38
+ ## 2. Core Mechanic
39
+
40
+ **What the Prototype Does**:
41
+ [Describe the mechanic or system that was prototyped]
42
+
43
+ **How It Feels** (user feedback):
44
+ - [Feeling 1 — e.g., "Satisfying", "Clunky", "Too complex"]
45
+ - [Feeling 2 — e.g., "Intuitive", "Confusing", "Needs tutorial"]
46
+ - [Feeling 3 — e.g., "Fun", "Boring", "Has potential"]
47
+
48
+ **Player Fantasy**:
49
+ [What fantasy or experience does this mechanic create?]
50
+
51
+ **Core Loop** (if applicable):
52
+ ```
53
+ [Action 1] → [Result 1] → [Action 2] → [Result 2] → [Repeat or Conclude]
54
+ ```
55
+
56
+ **Emergent Behaviors** (unintended but interesting):
57
+ - [Behavior 1]: [What players did that wasn't planned]
58
+ - [Behavior 2]: [Unexpected strategy or interaction]
59
+
60
+ ---
61
+
62
+ ## 3. What Worked
63
+
64
+ ### Mechanic Successes
65
+
66
+ ✅ **[Success 1]**: [What worked well]
67
+ - **Why**: [What made this successful]
68
+ - **Keep for Production**: [Should this be preserved?]
69
+
70
+ ✅ **[Success 2]**: [What worked well]
71
+ - **Why**: [What made this successful]
72
+ - **Keep for Production**: [Should this be preserved?]
73
+
74
+ ### Technical Successes
75
+
76
+ ✅ **[Technical win 1]**: [What technical approach worked]
77
+ - **Lesson**: [What we learned]
78
+ - **Reusable**: [Can this code/approach be used in production?]
79
+
80
+ ✅ **[Technical win 2]**: [What worked]
81
+ - **Lesson**: [What we learned]
82
+
83
+ ---
84
+
85
+ ## 4. What Didn't Work
86
+
87
+ ### Mechanic Failures
88
+
89
+ ❌ **[Failure 1]**: [What didn't work]
90
+ - **Why**: [Root cause]
91
+ - **Could It Be Fixed**: [Is it salvageable or fundamentally flawed?]
92
+
93
+ ❌ **[Failure 2]**: [What didn't work]
94
+ - **Why**: [Root cause]
95
+ - **Could It Be Fixed**: [Yes/No + how]
96
+
97
+ ### Technical Failures
98
+
99
+ ❌ **[Technical issue 1]**: [What caused problems]
100
+ - **Lesson**: [What to avoid in production]
101
+
102
+ ❌ **[Technical issue 2]**: [What caused problems]
103
+ - **Lesson**: [What to avoid]
104
+
105
+ ---
106
+
107
+ ## 5. What Needs Refinement
108
+
109
+ ⚠️ **[Element 1]**: [What showed promise but needs work]
110
+ - **Issue**: [What's wrong with it currently]
111
+ - **Path Forward**: [How to improve it]
112
+ - **Effort**: [Small | Medium | Large refactor]
113
+
114
+ ⚠️ **[Element 2]**: [What needs refinement]
115
+ - **Issue**: [Current problem]
116
+ - **Path Forward**: [Improvement approach]
117
+ - **Effort**: [Estimate]
118
+
119
+ ---
120
+
121
+ ## 6. Key Learnings
122
+
123
+ ### Design Insights
124
+
125
+ 💡 **[Insight 1]**: [What we learned about game design]
126
+ - **Implication**: [How this affects future work]
127
+
128
+ 💡 **[Insight 2]**: [Design learning]
129
+ - **Implication**: [Impact on GDD or other systems]
130
+
131
+ ### Technical Insights
132
+
133
+ 💡 **[Insight 3]**: [Technical learning]
134
+ - **Implication**: [Architecture or implementation guidance]
135
+
136
+ 💡 **[Insight 4]**: [Technical learning]
137
+ - **Implication**: [Future technical decisions]
138
+
139
+ ### Player Psychology Insights
140
+
141
+ 💡 **[Insight 5]**: [What we learned about player behavior]
142
+ - **Implication**: [How this affects design philosophy]
143
+
144
+ ---
145
+
146
+ ## 7. Production Readiness Assessment
147
+
148
+ **Should This Become a Full Feature?**: [Yes | No | Needs More Testing | Pivot to Different Approach]
149
+
150
+ **If Yes — Production Requirements**:
151
+ - [ ] [Requirement 1 — e.g., "Rewrite for performance"]
152
+ - [ ] [Requirement 2 — e.g., "Add proper UI"]
153
+ - [ ] [Requirement 3 — e.g., "Design 10 more variations"]
154
+ - [ ] [Requirement 4 — e.g., "Integrate with progression system"]
155
+
156
+ **Estimated Production Effort**: [Small | Medium | Large]
157
+ - Prototype reusability: [X%] of code can be kept
158
+ - From-scratch effort: [X hours/days to production-ready]
159
+
160
+ **If No — Why Not?**:
161
+ - [Reason 1 — e.g., "Fun but doesn't fit game pillars"]
162
+ - [Reason 2 — e.g., "Too complex for target audience"]
163
+ - [Reason 3 — e.g., "Technically infeasible at scale"]
164
+
165
+ **If Pivot — Suggested Direction**:
166
+ - [Alternative approach 1]
167
+ - [Alternative approach 2]
168
+
169
+ ---
170
+
171
+ ## 8. Design Pillars Alignment
172
+
173
+ **How This Relates to Game Pillars** (if game pillars are defined):
174
+
175
+ | Pillar | Alignment | Notes |
176
+ |--------|-----------|-------|
177
+ | [Pillar 1] | ✅ Strong / ⚠️ Weak / ❌ Conflicts | [Explanation] |
178
+ | [Pillar 2] | ✅ Strong / ⚠️ Weak / ❌ Conflicts | [Explanation] |
179
+ | [Pillar 3] | ✅ Strong / ⚠️ Weak / ❌ Conflicts | [Explanation] |
180
+
181
+ **Overall Pillar Fit**: [Does this belong in the game?]
182
+
183
+ ---
184
+
185
+ ## 9. Next Steps
186
+
187
+ ### Immediate (If Moving Forward)
188
+ 1. **[Task 1]**: [e.g., "Create full design doc for this system"]
189
+ 2. **[Task 2]**: [e.g., "Write ADR for technical approach"]
190
+ 3. **[Task 3]**: [e.g., "Add to backlog for Sprint X"]
191
+
192
+ ### Before Production (If Needs More Work)
193
+ 1. **[Task 1]**: [e.g., "Build second prototype testing X variation"]
194
+ 2. **[Task 2]**: [e.g., "Playtest with 5+ people"]
195
+ 3. **[Task 3]**: [e.g., "Investigate technical feasibility of Y"]
196
+
197
+ ### If Abandoning
198
+ 1. **[Task 1]**: [e.g., "Archive prototype with this document"]
199
+ 2. **[Task 2]**: [e.g., "Extract reusable code/learnings"]
200
+ 3. **[Task 3]**: [e.g., "Update game pillars if this changed thinking"]
201
+
202
+ ---
203
+
204
+ ## 10. Technical Notes
205
+
206
+ **Prototype Implementation**:
207
+ - Language/Engine: [What was used]
208
+ - Architecture: [How it was structured]
209
+ - Shortcuts taken: [What was hacky or throwaway]
210
+
211
+ **Reusable Code** (if any):
212
+ - `[file/path 1]`: [What it does, reusability]
213
+ - `[file/path 2]`: [What it does, reusability]
214
+
215
+ **Technical Debt** (if moving to production):
216
+ - [Debt 1]: [What needs rewriting]
217
+ - [Debt 2]: [What needs proper implementation]
218
+
219
+ ---
220
+
221
+ ## 11. Playtest Feedback
222
+
223
+ *(If prototype was playtested)*
224
+
225
+ **Testers**: [N people, [internal/external]]
226
+
227
+ **Positive Feedback**:
228
+ - "[Quote 1]" — [Tester name/role]
229
+ - "[Quote 2]" — [Tester name/role]
230
+
231
+ **Negative Feedback**:
232
+ - "[Quote 1]" — [Tester name/role]
233
+ - "[Quote 2]" — [Tester name/role]
234
+
235
+ **Suggestions**:
236
+ - "[Suggestion 1]" — [Tester name]
237
+ - "[Suggestion 2]" — [Tester name]
238
+
239
+ **Themes**:
240
+ - [Theme 1]: [What multiple testers agreed on]
241
+ - [Theme 2]: [Common feedback]
242
+
243
+ ---
244
+
245
+ ## 12. Related Work
246
+
247
+ **Inspired By** (games/mechanics this was influenced by):
248
+ - [Game 1]: [What mechanic or feeling]
249
+ - [Game 2]: [What was borrowed or adapted]
250
+
251
+ **Differs From** (how this is unique or different):
252
+ - [Difference 1]
253
+ - [Difference 2]
254
+
255
+ **Integrates With** (existing game systems):
256
+ - [System 1]: [How they would connect]
257
+ - [System 2]: [How they would connect]
258
+
259
+ ---
260
+
261
+ ## 13. Open Questions
262
+
263
+ **Design Questions**:
264
+ 1. **[Question 1]**: [What's still undecided about the design?]
265
+ 2. **[Question 2]**: [What needs playtesting or iteration?]
266
+
267
+ **Technical Questions**:
268
+ 3. **[Question 3]**: [What technical unknowns remain?]
269
+ 4. **[Question 4]**: [What needs feasibility testing?]
270
+
271
+ ---
272
+
273
+ ## 14. Appendix: Prototype Assets
274
+
275
+ **Code**:
276
+ - Location: `prototypes/[name]/src/`
277
+ - Status: [Archival | Partial reuse | Full reuse]
278
+
279
+ **Art/Audio** (if any):
280
+ - Location: `prototypes/[name]/assets/`
281
+ - Status: [Placeholder | Production-ready | Needs replacement]
282
+
283
+ **Documentation**:
284
+ - README: [Exists | Missing]
285
+ - Build instructions: [Exists | Missing]
286
+
287
+ ---
288
+
289
+ ## Version History
290
+
291
+ | Date | Author | Changes |
292
+ |------|--------|---------|
293
+ | [Date] | Claude (reverse-doc) | Initial concept doc from prototype analysis |
294
+ | [Date] | [User] | Clarified outcomes, added playtest feedback |
295
+
296
+ ---
297
+
298
+ **Final Recommendation**: [GO | NO-GO | PIVOT]
299
+
300
+ **Rationale**: [1-2 sentence summary of why]
301
+
302
+ ---
303
+
304
+ *This concept document was generated by `/reverse-document concept prototypes/[name]`*
@@ -0,0 +1,330 @@
1
+ # Difficulty Curve: [Game Title]
2
+
3
+ > **Status**: Draft | In Review | Approved
4
+ > **Author**: [game-designer / systems-designer]
5
+ > **Last Updated**: [Date]
6
+ > **Links To**: `design/gdd/game-concept.md`
7
+ > **Relevant GDDs**: [e.g., `design/gdd/combat.md`, `design/gdd/progression.md`]
8
+
9
+ ---
10
+
11
+ ## Difficulty Philosophy
12
+
13
+ [One paragraph establishing this game's relationship with difficulty. This is
14
+ not a mechanical description — it is a design value statement that all tuning
15
+ decisions must serve.
16
+
17
+ The four common difficulty philosophies are:
18
+
19
+ 1. **Masochistic challenge as the core fantasy**: Difficulty is the product.
20
+ Overcoming it is the emotional reward. Reducing difficulty removes the
21
+ point. (Dark Souls, Celeste at max assist off)
22
+ 2. **Accessible entry, optional depth**: The base experience is completable by
23
+ most players; depth and challenge are opt-in for those who want them.
24
+ (Hades, Hollow Knight with accessibility modes)
25
+ 3. **Difficulty serves narrative pacing**: Challenge rises and falls to match
26
+ story beats. The player must feel capable during story resolution and
27
+ threatened during story crisis. (The Last of Us, God of War)
28
+ 4. **Relaxed engagement**: Challenge is present but never the focus. Failure
29
+ is gentle and infrequent. The experience prioritizes comfort and expression
30
+ over obstacle. (Stardew Valley, Animal Crossing)
31
+
32
+ State the philosophy explicitly, then add one sentence on what the player is
33
+ permitted to feel: are they allowed to feel frustrated? For how long before the
34
+ design must intervene? What is the acceptable cost of failure?]
35
+
36
+ ---
37
+
38
+ ## Difficulty Axes
39
+
40
+ > **Guidance**: Most games have multiple independent dimensions of challenge.
41
+ > Identifying them explicitly prevents the mistake of tuning only one axis
42
+ > (usually execution difficulty) while leaving others unexamined. A game can
43
+ > feel "easy" on execution but overwhelming on decision complexity — players
44
+ > experience this as confusing, not engaging.
45
+ >
46
+ > For each axis, answer: can the player control or reduce this axis through
47
+ > choices, builds, or settings? If not, it is a forced challenge dimension —
48
+ > be very intentional about how it is used.
49
+
50
+ | Axis | Description | Primary Systems | Player Control? |
51
+ |------|-------------|----------------|-----------------|
52
+ | **Execution difficulty** | [The precision and timing demands of core actions. e.g., "Dodging enemy attacks requires correct timing within a 200ms window."] | [e.g., Combat, movement] | [Yes — practice reduces this / No — fixed mechanical threshold] |
53
+ | **Knowledge difficulty** | [The cost of not knowing information. e.g., "Enemy weaknesses are not telegraphed; players who have not discovered them take significantly more damage."] | [e.g., Enemy design, UI, lore] | [Yes — through in-game discovery / No — requires external knowledge] |
54
+ | **Resource pressure** | [How scarce are the resources needed to progress? e.g., "Health consumables are limited; efficient play is required to sustain long dungeon runs."] | [e.g., Economy, loot, crafting] | [Yes — through build optimization / Partially] |
55
+ | **Time pressure** | [Does the player have time to think, or does the game demand rapid decisions? e.g., "Enemy spawn timers and attack windows require real-time response."] | [e.g., Combat pacing, timers] | [Yes — through difficulty settings / No — core to genre] |
56
+ | **Decision complexity** | [How many meaningful choices must the player evaluate simultaneously? e.g., "Build decisions interact across 4 systems; suboptimal combinations create compounding disadvantage."] | [e.g., Progression, inventory, skills] | [Yes — through UI and tutorialization / No — inherent to strategy depth] |
57
+ | **[Add axis]** | [Description] | [Systems] | [Player control] |
58
+
59
+ ---
60
+
61
+ ## Difficulty Curve Overview
62
+
63
+ > **Guidance**: This table describes the intended challenge arc across the whole
64
+ > game. Difficulty levels use a 1-10 scale where 1 = no meaningful challenge,
65
+ > 10 = maximum challenge the game can produce. The scale is relative to THIS game's
66
+ > design intent — a 6/10 in a soulslike is not the same as a 6/10 in a cozy sim.
67
+ >
68
+ > "Primary challenge type" refers to the difficulty axis (from the table above)
69
+ > that is doing the most work in this phase. New systems introduced should list
70
+ > only systems introduced for the FIRST TIME — the cognitive load of learning
71
+ > a new system is itself a form of difficulty.
72
+ >
73
+ > "Target player state" is the emotional state the designer intends. If the actual
74
+ > playtested state diverges from the intended state, this column is what needs
75
+ > to be achieved.
76
+
77
+ | Phase | Duration | Difficulty Level (1-10) | Primary Challenge Type | New Systems Introduced | Target Player State |
78
+ |-------|----------|------------------------|----------------------|----------------------|---------------------|
79
+ | [Prologue / Tutorial] | [e.g., 0-15 min] | [2/10] | [Knowledge] | [Core movement, basic interaction] | [Safe, curious, building confidence] |
80
+ | [Early game] | [e.g., 15 min - 2 hrs] | [3-5/10] | [Execution] | [Combat, inventory, first upgrade path] | [Learning, occasional failure, clear cause-effect] |
81
+ | [Mid game - opening] | [e.g., 2-6 hrs] | [5-7/10] | [Decision complexity] | [Build choices, advanced enemies, crafting] | [Engaged, strategizing, feeling growth] |
82
+ | [Mid game - depth] | [e.g., 6-15 hrs] | [6-8/10] | [Resource pressure] | [Elite enemies, optional hard content, endgame previews] | [Challenged, invested, approaching mastery] |
83
+ | [Late game] | [e.g., 15-25 hrs] | [7-9/10] | [Execution + knowledge] | [Endgame systems, NG+ or equivalent] | [Mastery, confident in build identity, seeking peak challenge] |
84
+ | [Optional / Endgame] | [e.g., 25+ hrs] | [8-10/10] | [All axes combined] | [Mastery challenges, achievement targets] | [Expert play, self-imposed goals, community comparison] |
85
+
86
+ ---
87
+
88
+ ## Onboarding Ramp
89
+
90
+ > **Guidance**: The first hour deserves its own detailed breakdown because it
91
+ > does the most difficult design work: it must teach every foundational skill
92
+ > without feeling like a lesson, and it must create enough investment that the
93
+ > player commits to the journey ahead. Research on player retention shows that
94
+ > most players who leave a game do so in the first 30 minutes — not because
95
+ > the game is bad, but because onboarding failed to connect them.
96
+ >
97
+ > The scaffolding principle (Vygotsky's Zone of Proximal Development, adapted
98
+ > for game design): introduce each mechanic in isolation before combining it
99
+ > with others. A player cannot learn two skills simultaneously under pressure.
100
+
101
+ ### What the Player Knows at Each Stage
102
+
103
+ | Time | What the Player Knows | What They Do Not Know Yet |
104
+ |------|-----------------------|--------------------------|
105
+ | [0 min] | [Literally nothing — treat this row as your most important UX audit. What can a player infer from the title screen alone?] | [Everything] |
106
+ | [5 min] | [Core movement verb, basic world reading] | [All progression systems, all secondary mechanics] |
107
+ | [15 min] | [Core interaction loop, first goal] | [Build depth, advanced mechanics, danger severity] |
108
+ | [30 min] | [Has made at least one strategic choice] | [Whether that choice was optimal] |
109
+ | [60 min] | [Has a working model of the core loop] | [Late-game depth, optional systems] |
110
+
111
+ ### Mechanic Introduction Sequence
112
+
113
+ > The order mechanics are introduced is a design decision with real consequences.
114
+ > Introduce the most essential verb first. Introduce mechanics that modify other
115
+ > mechanics AFTER the base mechanic is internalized. Never introduce two new
116
+ > mechanics in the same encounter.
117
+
118
+ | Mechanic | Introduced At | Introduction Method | Stakes at Introduction |
119
+ |----------|--------------|--------------------|-----------------------|
120
+ | [Core movement / primary verb] | [e.g., First 30 seconds] | [Tutorial prompt / environmental design / NPC instruction] | [None — safe space to experiment] |
121
+ | [Primary interaction / action] | [e.g., First 2 minutes] | [Method] | [Low — reversible, forgiving window] |
122
+ | [First resource mechanic] | [e.g., 5 min] | [Method] | [Low — abundant at introduction] |
123
+ | [First strategic choice] | [e.g., 15 min] | [Method] | [Low — choice can be changed or revisited] |
124
+ | [First real failure risk] | [e.g., 20-30 min] | [Method] | [Moderate — player should feel genuine threat but have fair tools to respond] |
125
+ | [Add mechanic] | [Timing] | [Method] | [Stakes] |
126
+
127
+ ### The First Failure
128
+
129
+ [Describe the intended design of the first moment the player can meaningfully
130
+ fail. This is one of the most important beats in the game.
131
+
132
+ A well-designed first failure teaches rather than punishes. The player should
133
+ be able to immediately identify what they did wrong and what they would do
134
+ differently. If the cause of failure is ambiguous, the player blames the game.
135
+
136
+ Answer: What causes the first failure? What does the player learn from it?
137
+ How quickly can they retry? What is the cost? Does the game provide any
138
+ feedback that bridges cause and effect?]
139
+
140
+ ### When the Player First Feels Competent
141
+
142
+ [Identify the specific moment — not a vague window, but a specific beat —
143
+ where the player should shift from "learning" to "doing." This is the moment
144
+ of first competence: the first time their prediction about the game comes true,
145
+ or the first time they execute a plan and it works.
146
+
147
+ This moment must happen within the first hour. If it does not, the player
148
+ will not reach Phase 3 of the journey (First Mastery). Design this moment
149
+ deliberately — do not leave it to chance.
150
+
151
+ What is the moment? What systems create it? What does the player do to
152
+ trigger it? How does the game communicate that they have succeeded?]
153
+
154
+ ---
155
+
156
+ ## Difficulty Spikes and Valleys
157
+
158
+ > **Guidance**: A healthy difficulty curve follows a sawtooth pattern
159
+ > (Csikszentmihalyi's flow model applied to macro-structure): tension builds
160
+ > through a sequence, then releases at a milestone, then re-engages at a
161
+ > slightly higher baseline. Flat difficulty creates boredom; uninterrupted
162
+ > escalation creates fatigue.
163
+ >
164
+ > Spikes are intentional peaks that test accumulated skills. Valleys are
165
+ > intentional troughs that give the player space to breathe, experiment, and
166
+ > feel powerful before the next escalation. Both are designed, not emergent.
167
+ >
168
+ > "Recovery design" is critical: what happens immediately after a spike? The
169
+ > player should exit a hard moment feeling accomplished, not depleted. Give
170
+ > them a valley, a reward, or a narrative payoff.
171
+
172
+ | Name | Location in Game | Type | Purpose | Recovery Design |
173
+ |------|-----------------|------|---------|-----------------|
174
+ | [e.g., "The First Boss"] | [e.g., End of Area 1, ~1 hr] | [Spike] | [Tests all skills introduced in Area 1. Acts as a gate confirming the player is ready for increased complexity.] | [Post-boss: safe area, upgrade opportunity, story beat that provides emotional relief before Area 2 escalation begins.] |
175
+ | [e.g., "The Safe Zone"] | [e.g., Hub area between Areas 1 and 2, ~1.5 hrs] | [Valley] | [Player feels powerful from boss win. Space to experiment with build options before stakes rise.] | [N/A — this IS the recovery from the preceding spike.] |
176
+ | [e.g., "The Knowledge Wall"] | [e.g., Area 3 first encounter, ~4 hrs] | [Spike — knowledge type] | [Forces players to engage with a mechanic they may have been avoiding. Survival requires understanding it.] | [Clear feedback on what killed them. Tutorial hint surfaces on third failure. Mechanic becomes standard after this point.] |
177
+ | [e.g., "Pre-Climax Valley"] | [e.g., Just before final act, ~20 hrs] | [Valley] | [Emotional breathing room before the final escalation. Player reflects on how far they have come.] | [N/A — designed as relief before the finale's spike.] |
178
+ | [Add spike/valley] | [Location] | [Type] | [Purpose] | [Recovery] |
179
+
180
+ ---
181
+
182
+ ## Balancing Levers
183
+
184
+ > **Guidance**: Balancing levers are the specific values and parameters that
185
+ > tune difficulty at each phase. Centralizing them here makes it possible to
186
+ > tune the whole-game difficulty curve without hunting through individual GDDs.
187
+ > For each lever, the GDD that owns it should be cross-referenced.
188
+ >
189
+ > "Current setting" is the design intent at the time of writing — implementation
190
+ > values live in `assets/data/`. The tuning range is the safe operating range:
191
+ > values outside this range reliably break the intended experience.
192
+
193
+ | Lever | Phase(s) | Effect | Current Setting | Tuning Range | Notes |
194
+ |-------|----------|--------|----------------|-------------|-------|
195
+ | [Enemy health multiplier] | [All] | [Higher = longer fights = more resource pressure and execution time] | [1.0x] | [0.7x - 1.5x] | [Below 0.7x, fights end before player can read enemy patterns. Above 1.5x, attrition replaces skill.] |
196
+ | [Enemy aggression timer] | [Mid game onward] | [Time between enemy attacks; lower = less time to react] | [e.g., 2.0s] | [1.2s - 3.0s] | [Below 1.2s, reaction window is sub-human. Above 3.0s, encounters feel passive.] |
197
+ | [Resource drop rate] | [Early game] | [Lower = more resource pressure = punishes inefficiency harder] | [e.g., 1.5x baseline] | [0.8x - 2.0x] | [Onboarding generosity; reduces in mid-game as player skill assumed.] |
198
+ | [New mechanic introduction density] | [First hour] | [How many new concepts per minute of play; too high = cognitive overload] | [e.g., 1 new mechanic per 8 min] | [1 per 5 min (max) to 1 per 15 min (slow)] | [Above 1 per 5 min in early game causes retention drop. Below 1 per 15 min causes boredom.] |
199
+ | [Failure cost] | [All] | [Time lost on failure; higher = more punishing = more tension] | [e.g., 2 min setback] | [30s - 8 min] | [Must scale with encounter frequency. Frequent failures need fast recovery.] |
200
+ | [Add lever] | [Phase] | [Effect] | [Setting] | [Range] | [Notes] |
201
+
202
+ ---
203
+
204
+ ## Player Skill Assumptions
205
+
206
+ > **Guidance**: Every game implicitly assumes players develop a set of skills
207
+ > over the course of play. Making these assumptions explicit allows the team to
208
+ > verify that each skill is actually taught before it is tested, and that the
209
+ > gap between "introduced" and "tested hard" is long enough for internalization.
210
+ >
211
+ > A skill introduced and tested in the same encounter is a surprise difficulty
212
+ > spike. A skill assumed but never formally introduced is an undocumented knowledge
213
+ > wall. Both are fixable — but only if they are documented.
214
+ >
215
+ > "Taught by" refers to the mechanism: tutorial prompt, environmental design,
216
+ > safe practice opportunity, NPC instruction, or organic discovery.
217
+ >
218
+ > "Tested by" refers to the first encounter that REQUIRES this skill to survive
219
+ > without taking significant damage or cost.
220
+
221
+ | Skill | Introduced In | Expected Mastered By | Taught By | First Hard Test |
222
+ |-------|--------------|---------------------|-----------|-----------------|
223
+ | [Core movement / dodging] | [Tutorial area, 0-5 min] | [End of Area 1, ~1 hr] | [Safe practice zone with visible hazards] | [First Elite enemy, ~45 min] |
224
+ | [Resource management] | [First shop encounter, ~10 min] | [Mid game, ~4 hrs] | [Resource scarcity in Area 2 forces planning] | [Boss that requires consumables to survive efficiently] |
225
+ | [Build decision-making] | [First upgrade choice, ~20 min] | [End of mid game, ~10 hrs] | [Multiple playthroughs / community discussion / in-game build advisor] | [Endgame encounters that punish build incoherence] |
226
+ | [Enemy pattern reading] | [Area 1 basic enemies] | [Area 3, ~4 hrs] | [Enemy telegraphs visible and consistent from introduction] | [Elite enemy with 3+ distinct attack patterns] |
227
+ | [Add skill] | [When introduced] | [When mastered] | [Taught by] | [First hard test] |
228
+
229
+ ---
230
+
231
+ ## Accessibility Considerations
232
+
233
+ > **Guidance**: Accessibility in difficulty design is not about making the game
234
+ > easier — it is about ensuring players with different needs and skill profiles
235
+ > can reach the intended emotional experience. Be explicit about what CAN be
236
+ > adjusted and what CANNOT, and justify both.
237
+ >
238
+ > The principle from Self-Determination Theory: players need to feel competent.
239
+ > Accessibility options that help players feel competent without removing the
240
+ > feeling of agency are always worth including. Options that make competence
241
+ > meaningless undermine the core experience.
242
+
243
+ ### What Can Be Adjusted
244
+
245
+ | Adjustment | Method | Effect on Experience | Tradeoff |
246
+ |-----------|--------|---------------------|----------|
247
+ | [e.g., Enemy speed reduction] | [Difficulty setting / accessibility menu] | [Lowers execution difficulty without changing knowledge or decision requirements] | [Reduces the tension of combat timing; acceptable for narrative players] |
248
+ | [e.g., Extended input windows] | [Accessibility menu] | [Allows players with motor impairments to achieve the same skill outcomes with more time] | [Minimal — skill expression preserved, threshold relaxed] |
249
+ | [e.g., Hint frequency] | [Settings toggle] | [Surfaces contextual guidance more or less aggressively based on player preference] | [Higher hints reduce knowledge difficulty; players who want to discover organically may feel over-guided] |
250
+ | [Add option] | [Method] | [Effect] | [Tradeoff] |
251
+
252
+ ### What Cannot Be Adjusted (and Why)
253
+
254
+ | Fixed Element | Why It Cannot Change | Design Reasoning |
255
+ |--------------|---------------------|-----------------|
256
+ | [e.g., Permadeath in roguelike run] | [Removing it eliminates the resource pressure axis that all encounter balance is built around] | [The weight of each decision comes from permanence; without it, the core loop loses meaning] |
257
+ | [e.g., Core narrative pacing] | [Difficulty valleys are timed to story beats; adjustable pacing would decouple challenge from narrative intention] | [Story and difficulty are designed as one arc, not two independent tracks] |
258
+ | [Add fixed element] | [Why] | [Reasoning] |
259
+
260
+ ---
261
+
262
+ ## Cross-System Difficulty Interactions
263
+
264
+ > **Guidance**: When two systems operate simultaneously, their combined
265
+ > difficulty is often greater than the sum of their parts — or sometimes
266
+ > less. These interactions are frequently unintended and only surface during
267
+ > playtesting. Documenting anticipated interactions here creates a checklist
268
+ > for QA and playtest sessions.
269
+ >
270
+ > "Is this intended?" Yes means the interaction is a designed feature.
271
+ > No means it should be mitigated. Partial means the interaction is
272
+ > acceptable in small doses but problematic if it becomes the dominant
273
+ > experience.
274
+
275
+ | System A | System B | Combined Effect | Intended? |
276
+ |----------|----------|----------------|-----------|
277
+ | [Combat difficulty] | [Resource scarcity] | [Resource-poor players face combat encounters with fewer options, compounding difficulty for players already struggling. Can create a death spiral where failing creates worse conditions.] | [Partial — intended as stakes, not as a trap. Pity mechanics required to prevent unrecoverable states.] |
278
+ | [Build complexity] | [Time pressure] | [Players who are still learning their build take longer to make decisions under time pressure, increasing cognitive load beyond the intended challenge of either system alone.] | [No — reduce decision complexity demand in high time-pressure encounters.] |
279
+ | [New mechanic introduction] | [Resource pressure] | [Introducing a new system while the player is already under resource pressure forces them to learn and optimize simultaneously.] | [No — new mechanics should be introduced in low-resource-pressure environments.] |
280
+ | [Enemy density] | [Execution difficulty] | [High enemy counts with individually demanding enemies produce difficulty that scales exponentially, not linearly.] | [Partial — intended for optional challenge content only; not acceptable on the critical path.] |
281
+ | [Add System A] | [Add System B] | [Combined effect description] | [Yes / No / Partial] |
282
+
283
+ ---
284
+
285
+ ## Validation Checklist
286
+
287
+ > **Guidance**: These checkpoints structure playtesting sessions to verify
288
+ > the difficulty curve is achieving its intent. Each item should be checked
289
+ > with at least 3 playtester sessions before being marked complete. Note the
290
+ > playtester profile that revealed issues — difficulty problems are almost
291
+ > always player-profile-specific.
292
+
293
+ ### Onboarding (0-30 min)
294
+ - [ ] Players with no prior genre experience complete the tutorial area without external help
295
+ - [ ] Zero players cite confusion about what they are supposed to be doing in the first 5 minutes
296
+ - [ ] At least one playtester spontaneously says "I want to see what's next" within 15 minutes
297
+ - [ ] First failure moment produces a visible learning response (player verbalizes what went wrong)
298
+
299
+ ### Early Game (30 min - 2 hrs)
300
+ - [ ] Average player reaches the first competence moment within 60 minutes
301
+ - [ ] First major encounter (boss or equivalent) is passed within 3-5 attempts on average
302
+ - [ ] No player cites a mechanic introduced "too suddenly without warning"
303
+ - [ ] Players can describe their current goal without prompting
304
+
305
+ ### Mid Game (2-10 hrs)
306
+ - [ ] Players discover at least one depth mechanic through organic play (without guide)
307
+ - [ ] Playtest sessions report "I want to try a different build / strategy next run"
308
+ - [ ] No single difficulty axis dominates player complaints — frustration is distributed
309
+ - [ ] Players who fail a mid-game encounter correctly identify the cause without being told
310
+
311
+ ### Late Game (10+ hrs)
312
+ - [ ] Players report the final challenge feels like a culmination of everything they have learned
313
+ - [ ] Failure at late-game content does not feel unfair (even if it is hard)
314
+ - [ ] Players who complete the main content express a reason to continue playing
315
+
316
+ ### Accessibility
317
+ - [ ] All listed accessibility options function without breaking encounter intent
318
+ - [ ] Players using accessibility settings report feeling competent, not patronized
319
+ - [ ] Fixed difficulty elements are encountered and accepted without negative reception from accessibility playtesters
320
+
321
+ ---
322
+
323
+ ## Open Questions
324
+
325
+ | Question | Owner | Deadline | Resolution |
326
+ |----------|-------|----------|-----------|
327
+ | [Is the onboarding ramp correctly calibrated for players without prior genre experience?] | [game-designer] | [Date] | [Unresolved — schedule genre-naive playtester sessions] |
328
+ | [Does the first boss represent the correct difficulty spike or is it a wall?] | [game-designer, systems-designer] | [Date] | [Unresolved — requires 5+ playtester sessions to establish average attempt count] |
329
+ | [Do any cross-system interactions produce unrecoverable states?] | [systems-designer] | [Date] | [Unresolved — requires targeted playtest with resource-constrained starting conditions] |
330
+ | [Add question] | [Owner] | [Date] | [Resolution] |