| name | unikit-gd-flow |
| description | Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm. |
| argument-hint | <flow name | FLOW-slug> ["<what to change>"] (mode inferred from doc state + intent; no flags) |
| allowed-tools | ["Read","Write","Edit","Glob","Grep","Bash(ls *)","Bash(find *)","Bash(wc *)","Bash(date *)","AskUserQuestion"] |
| disable-model-invocation | false |
| user-invocable | true |
| metadata | {"author":"unikit","version":"1.0","category":"game-design"} |
Game Design — Per-Flow GDD (Authoring & Revision)
Own one flow's design document at .unikit/gamedesign/flows/FLOW-<slug>.md —
the dynamics axis of the GDD (what the player does over time), alongside the
system GDDs (the rules) and GAME.md (the whole). This skill owns the flow zone
(gd-principles → Zone Ownership): the full lifecycle of a FLOW.md lives here
— create the skeleton, fill its placeholders, and revise approved
content (Tuning / Tweak / Rework) under the delta discipline. There is no separate
editor skill.
A flow registers itself: this skill writes the flow's own GD-IDS.yaml flows:
and events: entries and re-renders the ## Flow Map [gen] / ## Funnel [gen]
blocks in GAME.md — there is no add-flow in unikit-gd-spec. It never authors
a system, never edits the GAME.md one-pager content, and never adds a system to the
roster — those are unikit-gd-system and unikit-gd-spec.
Language Awareness — BLOCKING PRE-REQUISITE
BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md
and apply it to all output and artifacts (fall back to English if it is missing) —
including the rule to translate concepts, not transliterate jargon.
gd-principles → "Language" adds the game-design specifics: which IDs and stored
field values stay English. Do not announce the language setting.
Phase 0 — Bootstrap
Silently load — do not narrate:
-
.unikit/system/gamedesign/gd-principles.md (the core) — the collaborative
protocol, the facts registry / ID conventions, and the language rules. Plus, from
the same gamedesign/ folder, the shards this skill needs: gd-authoring.md
(the section-cycle authoring contract + the delta discipline — the
mandatory Version +1 → changelog → registry-check → recommend-verify tail),
gd-lifecycle.md (the lifecycle & status spine), gd-flow-axis.md (the
Flow Axis contract — the AC · GOAL · event grammar, flow lifecycle, wiring
mode, cross-axis staleness, Win/Lose ↔ terminal GOAL), and gd-provenance.md
(the explore-seed / import provenance markers). This skill applies that
contract; it does not restate the mechanics. If missing, warn (unikit-ai update)
and fall back to the protocol as summarized in this file.
-
.unikit/gamedesign/GAME.md — pillars, loops, target aesthetics, win/lose
intent, and non-goals the flow must serve; its ## System Map [gen] is the system
roster the flow's GOALs depend on. If it does not exist, stop — there is no
master spec yet. Read .unikit/gamedesign/concepts/INDEX.md (if it exists) to route
precisely: a drafted/approved concept present → recommend /unikit-gd-spec
(build the master spec from it); no concept — or no concepts/INDEX.md (or no
concepts/ dir) at all → recommend /unikit-gd-brainstorm first, then
/unikit-gd-spec.
-
.unikit/gamedesign/GD-IDS.yaml — find the target flow's entry under flows.
If there is no entry, this is a new flow: a flow registers itself, so author it
here (Create — Phase 3 writes the flows: row). The GOALs a new flow needs may
reference systems that are not yet on the map; that crossing into the system
roster routes back to /unikit-gd-spec add-system (see the re-entry seam in
Phase 4) — never write a systems: row here.
-
.unikit/memory/gamedesign/RULES_INDEX.md — load the core domain rules
for this flow's purpose, on demand by Load When, plus any studio library
rule on the same topic. Read the purpose from the flow's name and Overview (the
dynamics it shapes), not from a coarse label; when the purpose is ambiguous,
confirm the domain with one AskUserQuestion rather than guessing. Domains are
opt-in and combinable — a flow may match more than one. Every flow shapes
pacing + guidance, so core-loops is always relevant; ux-onboarding rides
along whenever the flow teaches or guides:
| Flow purpose | Core rules to load |
|---|
| onboarding / first session | ux-onboarding, core-loops |
| core loop / session arc | core-loops, player-motivation |
| progression / mastery arc | progression, core-loops |
| combat / encounter | balance, frameworks |
| economy / shop funnel | economy, monetization-ethics |
| narrative / quest | narrative |
| level / mission | level-design |
| liveops / event | liveops, player-motivation |
| meta / retention | player-motivation, liveops |
Obey the index's Rule-Loading Discipline: load by Load When, load a reference
only from its parent rule's > **References**:, and never glob the memory tree
(.unikit/memory/gamedesign/**) to discover rules.
-
.unikit/RULES.md (if present) — project overrides, highest priority.
-
Schema guard (clean break — no automatic migration). GD-IDS.yaml MUST be
version: 2. If it is still version: 1, STOP and report: the design
workspace is on the pre-v2 layout — v2 dropped the standalone markdown
system-index and now renders the system, flow, and funnel maps into GAME.md
(## System Map [gen] / ## Flow Map [gen] / ## Funnel [gen]); there is no
automatic migration. Tell the user to bump GD-IDS.yaml to version: 2 and fold
the legacy index rows into GAME.md's [gen] maps before re-running.
One-way boundary: never read .unikit/code/, project source, or build
artifacts. Flow is a read target for the code side, never a writeback surface — a
flow's "realized" state is derived, never written here.
Phase 1 — Context
Gather the facts the flow must stay consistent with (read-only):
- Known facts from
GD-IDS.yaml — pillars (the flow serves them), the systems
in systems (a GOAL exercises a system through GOAL → SYS, refined to
GOAL → AC), and terms already locked. These are constraints, not suggestions.
- Exercised system GDDs — for each system this flow's
GOALs touch, read its
header and sections C (Detailed Design), H (Acceptance Criteria), and
B (Player Fantasy) so each GOAL lands on a real rule/AC and the promised
feeling is grounded. A GOAL aimed at a missing or deprecated system is a
registry gap (route it through unikit-gd-spec add-system — Phase 4).
- Recent
unikit-gd-verify reports for this flow, if any
(.unikit/gamedesign/reviews/).
- Explore research (internal design lens) — if this flow was seeded from a
unikit-gd-explore brief, discover the research deterministically (survives a
/clear): read the flow's GD-IDS flows[].research: pointer (authoritative),
falling back to the researches/INDEX.md entry whose Target: is this
FLOW-<slug>. Read that research's RESEARCH_BRIEF.md → ## Flow Feature Plan
block and use its objective/pacing/dependency seeds as the starting drafts —
a seeded section is drafted silently in Generation (Phase 4) and confirmed
in the group review (Phase 5); a seed is a draft, not an approved write. For a
revision (Edit), the matching block is
## Flow Improvement Plan — its ready-to-apply delta lines, expected scale,
touched GOALs/systems, and any RF-<date>-n it closes pre-fill the change set
(the user still approves every edit). These explore-seeded drafts are untagged
normal authored content (gd-provenance → Provenance) — the import-only
extracted / generated markers do not apply to flows.
Phase 2 — Resolve Mode + Depth (no flags)
Check .unikit/gamedesign/flows/FLOW-<slug>.md and read the intent in the prompt:
- Does not exist → Create: build the skeleton (Phase 3), then run the
Decision-First flow — the wiring mode is the first decision in Phase 4 (it
shapes sections B and C).
- Exists and the prompt describes a change to approved content (a goal,
pacing beat, dependency, event, or the wiring mode: "retune the pacing", "add a
branch", "change a GOAL", "rework the onboarding") → Edit: classify the scale
and apply the delta (Revision below). Approved text is changed only through
this path.
- Exists with
[To be designed] placeholders and the intent is to continue /
fill (or no change is described) → Fill: resume from the remaining placeholders.
Approved text is never overwritten — only placeholders are filled. Skip the
skeleton sub-step (Phase 3.1); still fork-scan and run Phases 4–5 over the
placeholders.
- Exists, complete, no change described → authoring is done; nothing to write.
Offer review / verify (Handoff) and stop.
If the flow name is ambiguous (matches several entries, or none) → AskUserQuestion
listing candidates. Never guess the target.
Depth gate (Create / Fill only). Once the mode is Create or Fill, present one
depth picker — the named tiers core/standard/full, each with what it adds, not bare
letters:
AskUserQuestion: How deep should this pass go?
Options:
1. core (recommended) — the floor that gets the flow to a solid, usable base: Overview,
Objective Flow (the run of objectives the player works through).
2. standard — core + Pacing, Dependencies, Events (the funnel).
3. full — every section, fully tuned.
The picked tier is the ephemeral scope of this pass — NOT stored
(gd-authoring / gd-lifecycle); the lasting fact is the inferred status at Phase 6.
Edit mode skips the depth gate entirely (it lies flat on the Revision flow).
Load the Mode Body
With the mode resolved (Phase 2) and the depth picked (Create / Fill only), load the
matching body on demand and follow it — do not keep both bodies in context. Create
/ Fill returns to Phase 6 (Registry & State) below; Edit returns to Handoff.
| Mode | Reference body |
|---|
| Create / Fill | {{skills_dir}}/{{self_name}}/references/mode-author.md — the Decision-First section-cycle: the A–F section map + core-set, Phase 3 (Skeleton + Fork-Scan), Phase 4 (Decision Interview + Generation, incl. the wiring-mode decision + the re-entry seam), Phase 5 (Group Review). |
| Edit | {{skills_dir}}/{{self_name}}/references/mode-revise.md — classify the scale (Tuning / Tweak / Rework / Structural-redirect), apply the change, then the mandatory delta tail. |
Phase 6 — Registry & State (write flows: / events:, then re-render the maps)
After the sections are authored and accepted:
- Write the
GD-IDS.yaml flows[] entry (the flow's machine truth — the flow
registers itself): id: FLOW-<slug>, name, status: active, mode,
doc_status, version, depends_on (the SYS ids from section D), goals: (one
GOAL-<flow>-<n> per row — id, summary, targets: the SYS/AC it
exercises), research: (the explore-research folder if seeded — a non-id path;
owned here, not by unikit-gd-spec), source: flows/FLOW-<slug>.md, added. Write
each funnel event under events[] (id, name, status, source, flow:).
Get approval before the write; existing values are never changed silently; every
fact carries its source (gd-principles → Facts Registry).
- Status (inferred —
gd-lifecycle). Set the flow's status in the two places
that must agree — the FLOW.md header > Status: token and the GD-IDS.yaml
doc_status: detailed once the whole core-set (A/B) is authored; held at
skeleton while a core section carries <!-- deferred --> (the soft floor
guard; the WARN in Phase 4); detailed · partial (n/m) (rendered, inferred from the
markers) when the core is complete but ≥1 non-core section is deferred. Set
version: 1 (header + GD-IDS). Write the initial changelog block to section F
(#### v1 — <date> — initial design with the GOAL: + GOAL-<slug>-1 … N (new)
line and Affected (gd-verify): —) — the single current block (K1).
- Regen-on-write — re-render the maps (B1). As the last step, re-render
GAME.md's ## Flow Map [gen] and ## Funnel [gen] blocks from GD-IDS
(the RULES_INDEX render model): replace only the content between
<!-- gen:flow-map --> / <!-- /gen:flow-map --> and between
<!-- gen:funnel --> / <!-- /gen:funnel --> — never touch the authored
one-pager above, and never the ## System Map [gen] block (that is
unikit-gd-spec's render).
- Flow Map — one row per
flows[] entry, grouped by wiring-mode
(Linear/Conditional, Emergent): ID | Flow | Mode | Status | Ver | Depends (SYS) | Realized | Doc. Status mirrors doc_status (plus deprecated from the
status field), with the · partial (n/m) suffix appended when the FLOW.md
carries ≥1 <!-- deferred --> (the canonical render format from gd-lifecycle —
the same suffix verify and the System Map use); Ver is — until skeleton.
Realized is DERIVED, never written: yes once every system in the
flow's depends_on carries a non-empty implemented_version in GD-IDS
(the code-set field), else no. It is computed from the systems' state on each
render — there is no implemented field on flows.
- Funnel — one row per
events[] entry: Order | Event | Flow | Measures,
ordered by funnel position.
Handoff & Next Steps
Recommend the next steps (do not auto-invoke):
- ✅ Verify consistency & impact — /unikit-gd-verify FLOW-
- 🔍 Qualitative review (fresh session) — /unikit-gd-review flows/FLOW-.md
- 🧩 Detail an exercised system — /unikit-gd-system
A review is most independent in a fresh session (the reviewer should not have
authored the doc). unikit-gd-verify is read-only — it checks the flow against the
registry and prints dependent flows on cross-axis staleness; the ## Flow Map [gen]
/ ## Funnel [gen] were already re-rendered on this skill's write (B1).
Final: Compact Report
The terminal plaque (TIER A — gd-principles → Language: name leads, ids are
parenthetical copy-paste tags, status is a plain phrase):
Flow: <name> (FLOW-<slug>)
Mode: <linear | conditional | emergent> · Depth: <core | standard | full> (create/fill)
Action: <create | fill | edit (tuning|tweak|rework)>
Doc: .unikit/gamedesign/flows/FLOW-<slug>.md — <ready | ready, a couple of optional blocks left | skeleton, main blocks not filled yet>, vN
Registry: +<G> goals, +<E> events, depends_on [<name> (SYS-<slug>), …] (GD-IDS.yaml)
Goals: GOAL-<slug>-1 … GOAL-<slug>-N [GOAL delta on an edit: +<n> / changed <n> / removed <n>]
Maps: ## Flow Map [gen] + ## Funnel [gen] re-rendered
No summary document, no report file.
Ownership Boundaries
- Owns: the full lifecycle of
flows/FLOW-<slug>.md — creating the skeleton,
filling placeholders, and revising approved content (Tuning / Tweak / Rework,
with the version bump + changelog; the status stays detailed); the flow's GD-IDS.yaml
facts (flows[] incl. goals, mode, depends_on, research:, and the flow's
events) and its doc_status / version; the wiring-mode selection; and the
re-render of the ## Flow Map [gen] and ## Funnel [gen] blocks in GAME.md
(the [gen] regions only).
- Not this skill: systems →
unikit-gd-system; the system roster, the GAME.md
one-pager content (pillars, win/lose intent, monetization stance) and its
## System Map [gen] render → unikit-gd-spec; quality verdicts →
unikit-gd-review; consistency & cross-axis impact → unikit-gd-verify.
- Never: write, fill, or edit without approval; overwrite approved text outside
the delta discipline; skip the version bump or changelog on an edit (unrecorded
delta); change a
GD-IDS.yaml value silently; delete or renumber an ID; write the
systems: roster or the GAME.md one-pager content; touch the ## System Map [gen] block; read the code workspace or project source.
Quick Reference
/unikit-gd-flow FLOW-first-session → select mode + create skeleton + author A–F (if no doc yet)
/unikit-gd-flow first-session → resolve to the FLOW-slug; same flow
/unikit-gd-flow FLOW-first-session → resume filling placeholders (partial doc)
/unikit-gd-flow FLOW-first-session "retune the pacing" → Tuning: edit C/B, one approval
/unikit-gd-flow first-session "add a stealth branch" → Rework: section-cycle old-vs-new
/unikit-gd-flow FLOW-onboarding "switch to conditional" → Rework: mode change (B + C restructured)