| name | concept-validator |
| description | Validate game concepts by analyzing technical feasibility, scope warnings, and comparing to similar games. Use this when the user has a game idea that needs stress-testing. |
| domain | design |
| type | validator |
| version | 1.0.0 |
| allowed-tools | ["Write","WebSearch"] |
Game Concept Validator Skill
This skill stress-tests game concepts by analyzing technical feasibility, identifying scope risks, and providing realistic assessments based on similar games and industry patterns.
When to Use This Skill
Invoke this skill when the user:
- Says "validate this game concept"
- Asks "is this game idea feasible?"
- Presents a game concept and wants reality-check
- Says "can I build [game description]?"
- Asks "what are the risks of this idea?"
- Wants to know "how long would this take?"
- Needs to convince stakeholders (team, investors, etc.)
Core Principle
Honest, constructive validation that:
- ✅ Identifies technical challenges early
- ✅ Provides realistic scope estimates
- ✅ Compares to proven similar games
- ✅ Highlights both strengths and risks
- ✅ Suggests scope adjustments if needed
- ✅ Empowers informed decision-making
This is NOT a "yes/no" tool - it's a reality check that helps users build smarter.
Input Requirements
The skill needs the user to provide:
Required Information
- Game Concept Description
- Core gameplay loop
- Primary mechanics
- Genre/style
- Target experience
Contextual Information (Ask if missing)
-
Development Context
- Timeline (days/weeks/months)
- Team size and roles
- Engine/tools being used
- Experience level
-
Scope Parameters
- Target platform
- Expected playtime/content
- Production quality expectations
- Must-have vs nice-to-have features
Validation Workflow
Phase 1: Concept Analysis
Extract and categorize:
-
Core Mechanics
- What are the primary gameplay mechanics?
- How many systems need to interact?
- What's the complexity of each system?
-
Technical Requirements
- Physics/movement systems needed?
- AI/pathfinding complexity?
- Networking/multiplayer?
- Procedural generation?
- Save/load systems?
- UI complexity?
-
Content Requirements
- Art assets needed (count and complexity)
- Audio requirements
- Level/map design scope
- Narrative/dialogue volume
- Animation complexity
-
Scope Indicators
- Number of interconnected systems
- Content volume (levels, enemies, items)
- Polish expectations
- Platform requirements
Phase 2: Feasibility Assessment
Evaluate each aspect:
Technical Feasibility
- 🟢 Low Risk: Built-in engine features, proven patterns
- 🟡 Medium Risk: Custom systems, moderate complexity
- 🔴 High Risk: Novel tech, complex integration, multiplayer
Scope Feasibility
- Timeline vs Features: Can stated features fit timeline?
- Team vs Workload: Enough people for required disciplines?
- Experience vs Complexity: Does team have needed expertise?
Common Risk Patterns
🚨 Red Flags:
- "Open world" without large team/timeline
- Multiplayer for first-time developers
- "Procedural everything" without PCG experience
- 3D + physics + AI + multiplayer simultaneously
- "Like GTA but..." scope creep
- Vague core loop ("explore and discover")
⚠️ Yellow Flags:
- Many systems with unclear integration
- Ambitious AI without prototyping
- Complex UI/UX without designer
- Cross-platform without testing resources
- Content-heavy with small team
✅ Green Flags:
- Clear, focused core loop
- Proven mechanics in new combination
- Incremental feature set (MVP → polish)
- Technical scope matches team skills
- Realistic content volume
Phase 3: Similar Games Analysis
Find and analyze comparable games:
-
Identify Similar Games (3-5 examples)
- Same genre/mechanics
- Similar scope
- Both indie and AAA examples
- Successful and failed projects
-
Extract Lessons
- Development timeline
- Team size
- What worked well
- What they cut/simplified
- Common player feedback
-
Scope Comparison
- How does user's concept compare?
- What did similar games ship with?
- What features came later?
Phase 4: Generate Validation Report
Create comprehensive analysis covering:
-
Executive Summary
- Overall feasibility rating
- Key risks
- Recommended path forward
-
Technical Analysis
- System-by-system breakdown
- Complexity ratings
- Required expertise
- Tech stack recommendations
-
Scope Analysis
- Feature count vs timeline
- MVP vs full vision
- Suggested cuts/phases
- Realistic estimates
-
Similar Games Comparison
- Comparable projects
- Development stats
- Key learnings
- What to emulate/avoid
-
Risk Matrix
- High/medium/low risk items
- Mitigation strategies
- Critical path features
-
Recommendations
- Proceed as-is / adjust scope / reconsider
- Specific cuts or additions
- Phasing strategy
- Prototype priorities
Output Format
# Game Concept Validation Report
**Concept:** [Concept Name/Summary]
**Submitted by:** [User]
**Date:** [Date]
**Validation Status:** 🟢 Feasible | 🟡 Feasible with Adjustments | 🔴 High Risk
---
## Executive Summary
**Overall Assessment:** [2-3 sentence verdict]
**Feasibility Rating:** [X/10]
**Key Strengths:**
- ✅ [Strength 1]
- ✅ [Strength 2]
- ✅ [Strength 3]
**Key Risks:**
- 🚨 [Critical risk 1]
- ⚠️ [Medium risk 1]
- ⚠️ [Medium risk 2]
**Recommended Path:**
[Clear recommendation: proceed, adjust scope, or reconsider with specific next steps]
---
## Concept Breakdown
### Stated Vision
[Restate user's concept clearly and objectively]
### Core Gameplay Loop
- [Player action]
- [System response]
- [Player decision]
- [Outcome/reward]
→ Repeat
### Primary Mechanics
- **[Mechanic 1]**: [Description + complexity rating]
- **[Mechanic 2]**: [Description + complexity rating]
- **[Mechanic 3]**: [Description + complexity rating]
### Development Context
- **Timeline:** [X weeks/months]
- **Team:** [Size and composition]
- **Engine:** [Engine name]
- **Platform:** [Target platform]
- **Experience:** [Team experience level]
---
## Technical Feasibility Analysis
### System-by-System Breakdown
#### [System 1 - e.g., Movement System]
**Complexity:** 🟢 Low | 🟡 Medium | 🔴 High
**Description:** [What it does]
**Requirements:**
- [Technical requirement 1]
- [Technical requirement 2]
**Estimated Effort:** [X days/weeks]
**Risk Level:** [Low/Medium/High]
**Mitigation:** [How to reduce risk]
#### [System 2 - e.g., Combat System]
[Same structure]
#### [System 3 - e.g., Progression System]
[Same structure]
### Technical Risk Summary
| System | Complexity | Risk | Effort | Notes |
|--------|------------|------|--------|-------|
| [System] | 🟢🟡🔴 | Low/Med/High | X days | [Key challenge] |
### Critical Technical Challenges
1. **[Challenge 1]**: [Description + suggested approach]
2. **[Challenge 2]**: [Description + suggested approach]
### Required Expertise
- ✅ **Have:** [Skills team already has]
- ⚠️ **Need:** [Skills to acquire or hire]
- 🔴 **Critical Gap:** [Missing skills that block progress]
---
## Scope Feasibility Analysis
### Timeline vs Features
**Given Timeline:** [X weeks/months]
**Feature Count:** [Y features]
**Realistic Estimate:** [Z weeks/months]
**Scope Verdict:**
- 🟢 **Achievable:** Features fit timeline comfortably
- 🟡 **Tight:** Achievable if everything goes well
- 🔴 **Overscoped:** Need to cut features or extend timeline
### MVP Definition
**Minimum Viable Product (Core Experience):**
1. [Essential feature 1]
2. [Essential feature 2]
3. [Essential feature 3]
4. [Essential feature 4]
**Estimated MVP Timeline:** [X weeks]
**Post-MVP Polish & Content:**
- [Feature to add after MVP]
- [Content expansion]
- [Quality improvements]
**Estimated Full Scope Timeline:** [Y weeks]
### Recommended Cuts (If Overscoped)
- ❌ **Cut:** [Feature] - [Why not essential to core loop]
- ⬇️ **Simplify:** [Feature] - [How to reduce scope]
- 🔄 **Defer:** [Feature] - [Add in post-launch update]
### Content Volume Assessment
| Content Type | Planned | Realistic | Effort | Notes |
|--------------|---------|-----------|--------|-------|
| Levels/Maps | [X] | [Y] | [Z days] | [Comment] |
| Enemies | [X] | [Y] | [Z days] | [Comment] |
| Weapons/Items | [X] | [Y] | [Z days] | [Comment] |
| Art Assets | [X] | [Y] | [Z days] | [Comment] |
---
## Similar Games Comparison
### Game 1: [Title]
**Release:** [Year]
**Team:** [Size]
**Dev Time:** [Months]
**Platform:** [Platform]
**Similarities:**
- [How it's similar to user's concept]
**Key Stats:**
- Development time: [X months]
- Team size: [Y people]
- Budget: [If known]
- Content volume: [Levels, mechanics, etc.]
**What They Did Well:**
- ✅ [Lesson 1]
- ✅ [Lesson 2]
**What They Cut/Simplified:**
- [Feature they initially planned but cut]
- [System they simplified]
**Player Feedback:**
- [What players loved]
- [What players wanted more of]
**Lessons for Your Concept:**
[How this game's experience applies to user's idea]
---
### Game 2: [Title]
[Same structure]
---
### Game 3: [Title]
[Same structure]
---
### Comparative Analysis
**Your Concept vs Similar Games:**
| Aspect | Your Concept | [Game 1] | [Game 2] | [Game 3] |
|--------|--------------|----------|----------|----------|
| Scope | [Rating] | [Rating] | [Rating] | [Rating] |
| Team Size | [X] | [Y] | [Z] | [A] |
| Dev Time | [X mo] | [Y mo] | [Z mo] | [A mo] |
| Complexity | 🟢🟡🔴 | 🟢🟡🔴 | 🟢🟡🔴 | 🟢🟡🔴 |
**Key Insight:**
[What this comparison reveals about feasibility]
---
## Risk Matrix
### 🔴 High Risk Items (Must Address)
| Risk | Impact | Probability | Mitigation Strategy |
|------|--------|-------------|---------------------|
| [Risk 1] | High | High | [How to mitigate] |
| [Risk 2] | High | Medium | [How to mitigate] |
### 🟡 Medium Risk Items (Monitor Closely)
| Risk | Impact | Probability | Mitigation Strategy |
|------|--------|-------------|---------------------|
| [Risk 1] | Medium | High | [How to mitigate] |
| [Risk 2] | High | Low | [How to mitigate] |
### 🟢 Low Risk Items (Manageable)
| Risk | Impact | Probability | Mitigation Strategy |
|------|--------|-------------|---------------------|
| [Risk 1] | Low | Medium | [How to mitigate] |
### Critical Path Analysis
**Blocking Risks** (must solve to proceed):
1. [Risk that blocks all progress]
2. [Foundational risk]
**Parallelizable Risks** (can work on simultaneously):
- [Risk 1]
- [Risk 2]
**Deferrable Risks** (can address later):
- [Risk that affects polish, not core]
---
## Detailed Recommendations
### Verdict: [Proceed / Adjust Scope / Reconsider]
#### If Proceeding As-Is (🟢 Feasible)
**Why it works:**
- [Reason 1]
- [Reason 2]
**To maximize success:**
1. [Recommendation 1]
2. [Recommendation 2]
3. [Recommendation 3]
**Prototype priorities:**
1. [What to build first to validate concept]
2. [Second priority]
---
#### If Adjusting Scope (🟡 Feasible with Changes)
**Required changes:**
1. **[Change 1]**: [Why necessary]
2. **[Change 2]**: [Why necessary]
**Suggested MVP:**
[Redefined minimum viable product with cuts]
**Phased Roadmap:**
- **Phase 1 (MVP):** [Features - X weeks]
- **Phase 2 (Polish):** [Features - Y weeks]
- **Phase 3 (Content):** [Features - Z weeks]
**With these changes:**
- Timeline: [Original X weeks → Adjusted Y weeks]
- Scope: [Original features → MVP features]
- Risk: [Original risk level → New risk level]
---
#### If Reconsidering (🔴 High Risk)
**Why it's risky:**
- [Critical issue 1]
- [Critical issue 2]
**Alternative approaches:**
**Option A: Pivot to Smaller Scope**
[Suggest a narrower version of the concept that's achievable]
**Option B: Prototype First**
[Suggest building a small prototype to validate before committing]
**Option C: Build Prerequisite Skills**
[Suggest smaller projects to build up to this one]
**Questions to ask yourself:**
- Can you live with a much smaller version?
- Do you have 2-3x the stated timeline?
- Can you bring in experienced help?
- Is this the right first project?
---
## Next Steps
### Immediate Actions (This Week)
1. [Actionable step 1]
2. [Actionable step 2]
3. [Actionable step 3]
### Short-Term (Next 2-4 Weeks)
1. [Step 1]
2. [Step 2]
### Long-Term (Beyond Month 1)
1. [Step 1]
2. [Step 2]
### Decision Points
**By [Date]:** [Decision to make - e.g., "Decide if prototype validates core loop"]
**By [Date]:** [Next decision - e.g., "Commit to full production or pivot"]
---
## Appendix: Estimation Formulas
**Used in this report:**
### Feature Complexity Scoring
- **Simple (1x):** Built-in engine features, minimal custom code
- **Moderate (2-3x):** Custom systems, moderate integration
- **Complex (5-10x):** Novel mechanics, deep integration, multiplayer
### Content Volume Estimates
- **Art asset:** [X hours per asset]
- **Level/map:** [Y hours per level]
- **Enemy/character:** [Z hours including AI, art, balance]
### Team Velocity Assumptions
- **Solo developer:** [X hours/week productive time]
- **Small team:** [Y hours/week per person]
- **Experience multiplier:** [Beginner 0.5x, Intermediate 1x, Expert 1.5x]
---
## Follow-Up Services
After reading this report, you can:
- **Refine Concept:** Provide adjusted concept for re-validation
- **Create Prototype Plan:** Use `/vertical-slice-roadmap-planner` for phased roadmap
- **Generate GDD:** Use `/prototype-gdd-generator` to formalize design
- **Explore Alternatives:** Use `/game-concept-generator` for alternative ideas
- **Deep-Dive Analysis:** Request system-specific technical analysis
---
**Report generated by Claude Code - Concept Validator Skill**
**For questions or clarifications, ask for elaboration on any section**
Validation Principles
Be Honest, Not Discouraging
- ✅ Point out risks clearly
- ✅ Suggest concrete solutions
- ✅ Acknowledge what's good
- ❌ Don't crush dreams without alternatives
- ❌ Don't rubber-stamp bad ideas
Be Specific, Not Vague
- ✅ "Combat system needs state machine, collision detection, hit feedback - estimate 2 weeks"
- ❌ "Combat will be hard"
Be Realistic, Not Pessimistic
- ✅ Use industry data and similar games
- ✅ Account for learning curves
- ✅ Include buffer for unknowns
- ❌ Don't assume everything goes perfectly
- ❌ Don't assume worst-case for everything
Be Constructive, Not Critical
- ✅ "Cut feature X, focus on Y" with reasoning
- ✅ "Simplify Z to reduce scope without losing core"
- ❌ "This is too ambitious" without suggestions
Research Strategies
Finding Similar Games
Search patterns:
- "[Genre] + [key mechanic] + indie game"
- "[Core loop description] + game"
- "Games like [inspiration] but smaller scope"
Sources:
- Itch.io (indie games with dev blogs)
- Game jams (Ludum Dare, GMTK)
- Postmortems (Gamasutra, dev blogs)
- "Making of" videos (GDC, YouTube)
Extracting Development Data
Look for:
- Dev time (search "development time", "took X months")
- Team size (credits, about pages)
- Tech stack (Unity/Unreal/Godot tags)
- Scope changes (postmortems mention cuts)
- Player counts (Steam stats)
Red flags in research:
- No postmortem data available → estimate conservatively
- Only AAA examples → scale down significantly
- Very old games → tech has changed
Complexity Estimation Guide
System Complexity Ratings
🟢 Low Complexity (1-3 days for experienced dev)
- Basic movement (WASD/arrow keys)
- Simple collision detection
- Basic UI (menus, buttons)
- Sprite animation
- Sound effect playback
🟡 Medium Complexity (1-2 weeks for experienced dev)
- State machines (player states, enemy AI)
- Pathfinding (A* for navigation)
- Inventory systems
- Save/load functionality
- Particle effects and juice
- Basic procedural generation (e.g., random level layouts)
🔴 High Complexity (3+ weeks for experienced dev)
- Multiplayer/networking
- Complex procedural generation (e.g., terrain, dungeons)
- Advanced AI (behavior trees, machine learning)
- Physics-based puzzles
- Dialogue systems with branching
- 3D with custom shaders
Content Production Rates
Pixel Art (solo artist):
- Simple sprite: 1-2 hours
- Character (4 directions, 3 animations): 8-16 hours
- Tileset: 8-16 hours
- UI set: 4-8 hours
3D Assets (solo artist):
- Simple prop: 2-4 hours
- Character: 20-40 hours
- Environment: 40-80 hours
Level Design:
- Tutorial level: 4-8 hours
- Standard level: 8-16 hours (including layout, testing, balance)
Audio:
- Sound effect: 30 mins - 2 hours
- Music track: 4-8 hours
Multiplier Factors
Experience level:
- Beginner: 2-3x estimates
- Intermediate: 1x estimates
- Expert: 0.7x estimates
Engine familiarity:
- New engine: 1.5x estimates
- Familiar engine: 1x estimates
Team coordination:
- Solo: 1x estimates
- 2-3 people: 1.2x estimates (communication overhead)
- 4+ people: 1.5x estimates (coordination overhead)
Common Concept Patterns
Pattern: "Like X but Y"
Example: "Like Vampire Survivors but with crafting"
Validation approach:
- Research X (Vampire Survivors)
- What made it successful?
- How long to develop?
- What's the minimum feature set?
- Evaluate Y (crafting addition)
- How complex is crafting system?
- Does it complement or compete with core loop?
- What's the integration cost?
- Assess combined scope
- Is it additive (2x effort) or synergistic?
Common pitfall: Underestimating integration complexity
Pattern: "Multiple Genres Combined"
Example: "Puzzle-platformer with tower defense elements"
Validation approach:
- Identify each genre's core loop
- Map where loops intersect
- Assess if loops compete or complement
- Estimate development for each separately, then add 50% for integration
Common pitfall: Each genre needs full implementation, can't cut corners
Pattern: "Procedural Everything"
Example: "Roguelike with procedural levels, enemies, weapons, and story"
Validation approach:
- Prioritize what MUST be procedural
- What can be handcrafted?
- Prototype generator early (high risk)
- Assess content creation vs generator development time
Common pitfall: Generator takes longer than making content manually
Pattern: "Massive Content Scope"
Example: "RPG with 50 quests, 20 enemy types, 100 items"
Validation approach:
- Calculate production time per asset
- Multiply by quantity
- Compare to timeline
- Suggest MVP content volume (usually 20-30% of vision)
Common pitfall: Underestimating iteration time (balance, bugs, polish)
Example Validation: "Mech Survivors"
User Request: "Validate this concept: A Vampire Survivors-like but with mechs that you customize between runs. 3D graphics, Godot, solo dev, 3 months."
Validation Output:
Game Concept Validation Report
Concept: Mech Survivors (Vampire Survivors-like with mech customization)
Submitted by: User
Date: 2025-12-21
Validation Status: 🟡 Feasible with Adjustments
Executive Summary
Overall Assessment: Achievable concept with strong core but needs scope refinement. 3D + customization significantly increases complexity compared to Vampire Survivors' 2D simplicity. Recommend starting with 2D or simplifying customization.
Feasibility Rating: 6/10 (as stated) → 8/10 (with adjustments)
Key Strengths:
- ✅ Proven core loop (Vampire Survivors formula)
- ✅ Clear differentiation (mechs + customization)
- ✅ Godot is excellent for this genre
Key Risks:
- 🚨 3D art + animation for solo dev in 3 months
- ⚠️ Customization system complexity
- ⚠️ Balance complexity with customizable builds
Recommended Path:
Start with 2D top-down sprites (faster art pipeline) and simplified customization (3-4 weapon slots, 10-15 parts total). Build 3D version post-launch if successful.
[Rest of detailed report would follow the template above]
Important Notes
- Tone: Supportive but honest - help users succeed, don't just say "yes"
- Data-driven: Use real examples, not gut feelings
- Actionable: Every critique should include solution
- Scoped: Focus on feasibility, not full design review
- Realistic: Account for Murphy's Law (things take longer than expected)
Example Invocations
User: "Validate this game concept: [description]"
User: "Can I build a [game type] in [timeframe]?"
User: "Is this idea feasible: [concept]"
User: "Reality check on this game idea: [description]"
User: "What are the risks of making [game concept]?"
Workflow Summary
- Gather concept details (ask for missing context if needed)
- Analyze technical requirements (systems, content, complexity)
- Research similar games (3-5 examples with dev data)
- Assess feasibility (technical, scope, timeline)
- Identify risks (high/medium/low with mitigations)
- Generate recommendations (proceed/adjust/reconsider with specifics)
- Create validation report (following output format template)
- Offer follow-up (prototype planning, GDD, alternatives)
This skill empowers users to make informed decisions about their game concepts, setting them up for realistic success.