| name | ask-me |
| description | Interview the user relentlessly about the game they want to make until the idea is build-ready, resolving each branch of the design tree one question at a time. Use when the user has a fuzzy or one-line game idea and wants to flesh it out before building: 'grill me about my game', 'help me figure out what game to make', 'stress-test my game idea', 'interview me about the game', 'I want to make a game but I'm not sure what'. Not for when the user already knows what they want built — go straight to game-playbook. |
Grill the game idea
Interview the user relentlessly about every aspect of the game they want to
make until you reach a shared, build-ready understanding. Walk down each
branch of the design tree, resolving dependencies between decisions
one-by-one.
Ask the questions one at a time, waiting for the answer before
continuing — multiple questions at once is bewildering. For each question,
provide your recommended answer and why — the user should be able to say
"yes, that" and move on.
Facts vs decisions: if a fact can be found by exploring an existing
project or codebase, look it up instead of asking. The decisions are the
user's — put each one to them and wait; never answer your own question and
move on.
Sharpen fuzzy terms as they appear. When the user says "roguelike",
"combo", "level", "energy" — overloaded words — propose a precise meaning
and get agreement ("by 'roguelike' do you mean permadeath + procedural
runs, or just 'hard'?"). Pick one canonical name per concept and use it
consistently in the SPEC; later build sessions will mishandle synonyms.
Stress-test answers with degenerate play. When a loop or mechanic is
described, probe it with concrete hostile scenarios before accepting it:
what happens if the player stands still? Spams the one button? Hoards
instead of spends? Never takes the risky route? If the answer is "nothing
breaks, it's just boring," that's a finding — challenge the branch.
Capture as you go. Write each resolved branch into design/SPEC.md
the moment it settles, not in one batch at the end — a long interview that
dies mid-session should leave the decisions made so far on disk.
The design tree
Resolve in dependency order — later answers hang off earlier ones. Skip
anything already answered; drill deeper wherever an answer is vague.
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The hook. What is the player doing, and why is it fun? One sentence.
Push until it's concrete: "dodge and counter in crowds" beats "an action
game".
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References. "X meets Y" — which existing games is this closest to, and
what's the one twist that makes it not just a clone?
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Perspective and engine. Top-down, side-on, isometric, 3D? This picks
the engine (Phaser for 2D, Three.js for 3D) and constrains everything
downstream.
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The 30-second loop. Walk through exactly what the player does in a
typical 30 seconds. If the answer has no tension or decision in it, that's
a finding — challenge it: "where's the fun in this 30 seconds?"
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Input. Keyboard-first? Mouse? Touch? Browser games live or die on
instant, obvious controls.
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Win, lose, and session. What ends a run? How long is one session?
What pulls the player into "one more run"?
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Progression. What's different in minute 10 vs minute 1? Difficulty
curve, unlocks, escalation — or is it pure score-chase?
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Scope — the MVP cut. What ships in the first deploy, and (more
important) what's explicitly OUT? Push back hard here; the first version
should be playable end-to-end in one sitting of work.
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Art direction. Pixel art? Resolution/palette? Generated assets are
cheap (vg generate), so ask for vibe and references, not asset lists.
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Audio. Music vibe + the 3-5 sounds that matter most (hit, pickup,
death, win).
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Multiplayer. Single-player first is almost always the right call.
If multiplayer: the platform is host-authoritative, last-write-wins —
great for turn-based, room-based, and host-controlled games; wrong for
twitch PvP. Say so if the idea fights the model.
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Title and slug. It deploys to {slug}.vibedgames.com — pick both.
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The riskiest assumption. Which single belief, if false, kills this
game? Usually "the core verb is fun with zero goals attached." Agree on
the cheapest test that answers it — for a browser game, a grayblock
scene: core verb only, no art, no menus, no progression. Define the
fun-confirmed signal behaviorally, in advance (unprompted "one more
run", the player narrating what happened, "wait, what if I…") and a
kill/pivot criterion — deciding now is what stops a dead core from
getting decorated with features later.
Exit
When no unresolved branches remain, finalize design/SPEC.md (create the
dir if needed; most of it should already exist from capture-as-you-go):
hook, references, loop, controls, win/lose, progression, MVP cut list,
art/audio direction, multiplayer decision, title/slug — plus the riskiest
assumption and its kill criterion, and the canonical term for each game
concept. Keep it to one page — it's a compass, not a plan.
Do not start building until the user confirms the SPEC reflects a shared
understanding.
The SPEC is now the foundation, not the finish line. Point the user at the
craft skills that turn a sound design into a game worth replaying, and pull
each in at its moment rather than dumping them all at once:
design-lenses — pressure-test whether the idea is actually fun before
building.
game-feel + vfx — make movement and impact feel good.
level-design + game-balance — shape the content and the
difficulty curve.
onboarding — the first 30 seconds and teaching without a manual.
finish-it — hold scope to the MVP cut and actually ship.
If you reached this interview from a teach-me session, return to it: the
user builds the game themselves, lesson by lesson, with you guiding — don't
build it for them.