| name | game-prd-builder |
| description | Use when turning a game concept, prototype, or brainstorm into a production-ready PRD for a video game, especially for systemic games that need core-loop definition, progression, replayability, balance constraints, MVP scope, content pipelines, or expansion hooks. |
Game PRD Builder
Overview
Turn game ideas into implementable PRDs. Preserve the user's non-negotiable core rules, then expand them into systems, constraints, and production-ready scope.
Workflow
- Lock the immutable core first.
- Separate fixed rules from expandable systems.
- Treat user-stated foundation rules as hard constraints unless they explicitly approve changes.
- Translate ideas into codeable systems.
- For each mechanic, define trigger, state, resolution, player decision, failure case, and tuning knobs.
- Reject vague design language that cannot be implemented or balanced.
- Build the document from top to bottom.
- Cover product overview, design goals, target players, run structure, core loop, immutable rules, major systems, UX feedback, balance risks, MVP scope, and milestones.
- Write game-specific sections that generic PRDs often miss.
- Include build identity, replayability, run length targets, risk-versus-stability decisions, meta progression, difficulty layers, and future expansion hooks.
- If the design should be theme-agnostic, separate system semantics from content skinning.
- Validate before finalizing.
- Remove flavor-only sections with no gameplay consequence.
- Flag infinite scaling, dominant strategies, unwinnable states, and systems that are too broad for MVP.
Output Rules
- Preserve the user's fixed gameplay foundation.
- Prefer system interactions over isolated feature lists.
- Use requirement language that can be implemented, tested, and balanced.
- Explicitly mark in-scope, out-of-scope, and future-extension sections.
- State unresolved decisions instead of hiding them.
Reference Use
Common Failure Modes
- Writing a software-product PRD instead of a game-systems PRD.
- Replacing the user's fixed rules with a cleaner but different game.
- Describing mechanics as fantasy without triggers, states, and constraints.
- Skipping balance risks, anti-patterns, and failure states.
- Letting future-content ideas bloat the MVP.
Example Trigger
Use $game-prd-builder to turn this roguelike board-building concept into a full PRD without changing the immutable core loop.