| name | create-game |
| description | Guided game creation workflow — choose gameplay-first or visual-first path to build a complete playable game. Use when user wants to create a new game, says "create a platformer", "make a game", "new game project", or similar. |
| auto_detect | create.*game|make.*game|build.*game|new.*game|create.*platformer|create.*rpg|create.*shooter|create.*puzzle|create.*adventure|create.*racing|make.*platformer|make.*rpg |
Guided Game Creation Workflow
You are now in Game Creation Mode. Guide the user through creating a complete, playable game.
Check docs/creation_progress.md (if it exists) to see which phases are already done.
Check docs/worldbuilding.md and docs/game_design.md to see what's already defined.
Skip any phase that is already completed — never repeat work.
Track progress using godot_creation_progress after each phase completes.
HARD RULES
- NEVER generate game code/scenes without visual direction first. Even placeholder assets need a visual style so they match the intended look. Before ANY scaffolding, either
docs/visual_bible.md must exist OR godot_style_set must have been called.
- NEVER skip visual direction. The user CANNOT opt out of visual design — it's mandatory for asset generation.
- ALWAYS generate style explorations. Every path (Template, Quick Start, Reference, Full) MUST call
godot_art_explore to generate Key Art concept images. Text descriptions are not enough — the user must SEE the style before it's locked. The exploration images populate the Art Director panel. Explorations are pure Key Art (gameplay scenes with characters and environment) — they do NOT include UI elements (health bars, menus, HUD). UI mockups are generated separately in Cornerstone Assets.
- Always save design artifacts. Call
godot_game_design, godot_worldbuilding, godot_style_set etc. before generating code.
- ALWAYS use the
question tool for user choices. When presenting options to the user, call the question tool — this renders proper clickable buttons in the UI. NEVER present options as plain text numbered lists. You may include a brief intro paragraph before calling the tool.
Entry Point: Detect Intent
Read the user's message and determine which case applies:
Case A: Reference Game
The user mentioned a specific game: "like Balatro", "similar to Celeste", "clone of Vampire Survivors", etc.
→ Go to PATH: Reference Game
Case B: Specific idea but no reference
The user described what they want: "a 2D platformer", "a card game with roguelike elements", etc.
→ Ask the entry question below.
Case C: Vague request
The user said something generic: "make a game", "create something", "I want to build a game".
→ Ask the entry question below.
Entry Question (for Case B and C only)
Call the question tool with:
- header: "Game Creation"
- question: "How do you want to start building your game?"
- options:
- { label: "Gameplay First", description: "Build a rough playable prototype first (white-box with colored shapes), then add visuals later" }
- { label: "Visual First", description: "Define the world and art style first, then build gameplay around the visuals" }
- { label: "Quick Start", description: "Auto-generate everything — world, visuals, gameplay, code — with minimum questions" }
Wait for the player's choice before proceeding.
PATH: Reference Game
The user wants a game like an existing game. This SKIPS gameplay design questions but still REQUIRES visual direction.
Step 1: Derive Gameplay Design
Based on the reference game, auto-generate the game design:
- Core action (what the player does most in the reference game)
- Action depth (what makes it interesting)
- Fail stakes (what happens on failure)
- Gameplay loop, win condition, progression
Call godot_game_design to save results.
Call godot_creation_progress with phase="game_design", status="completed"
Step 2: Visual Direction (MANDATORY)
Call the question tool with:
-
header: "Visual Style"
-
question: "For the visual style, do you want to:"
-
options:
- { label: "Match reference", description: "Match [reference game]'s visual style — I'll describe and lock in a similar look" }
- { label: "Style template", description: "Pick from proven templates: pixel art, hand-drawn, vector, atmospheric" }
- { label: "Unique identity", description: "Full worldbuilding + art direction from scratch" }
-
Match reference → Describe the reference game's visual style (palette, shape language, density, mood). Call godot_art_explore to generate 4 style explorations matching this description. Let user confirm which one captures the reference feel best. Call godot_art_confirm → write docs/visual_bible.md → call godot_style_set with the chosen image as reference and the extracted art direction. Call godot_creation_progress with phase="art_direction", status="completed"
-
Style template → Go to Visual Templates
-
Unique identity → Go to Full Visual Creation
Step 3: Scaffolding
Once BOTH gameplay design and visual direction are locked:
- Generate project structure with GDScript
- Generate placeholder assets using
godot_asset_create_placeholder with the locked style
- If art direction is locked (
docs/visual_bible.md exists), use godot_asset_generate for real assets
- Player character, one test level, basic game loop, minimal UI
- Configure project settings (window size, input map, default scene)
Call godot_creation_progress with phase="scaffolding", status="completed"
→ Proceed to Asset Generation
PATH A: Gameplay First
Focus: get something playable ASAP, visuals come later.
A1. Core Game Fun
Design the mechanics. Ask ONE question at a time using the question tool:
Q1 — Call question with header "Core Action", question "What is the ONE action the player does most?", 3 options.
- Each option should be specific and suggest a feel (not just "jump" but "momentum-based double jump with wall cling")
- Options should be diverse — different verbs, not variations of the same one
Q2 — Call question with header "Action Depth", question "What makes that action INTERESTING every time?", 3 options connected to Q1.
- Risk/reward tradeoffs ("longer charge = more damage but you're vulnerable")
- Combinatorics ("abilities combine — ice + wind = blizzard")
- Environmental interaction ("jump height depends on what surface you're on")
Q3 — Call question with header "Fail Stakes", question "What does the player LOSE on failure?", 3 options.
- Resource loss ("you drop half your gold")
- Progression loss ("the map reshuffles")
- Narrative consequence ("an NPC you rescued gets recaptured")
After all 3 questions:
- Summarize: core loop, win condition, fail state, progression
- Call
godot_game_design tool to save results
- Call
godot_creation_progress with phase="game_design", status="completed"
A2. White-Box Prototype (Scaffolding)
Generate a rough but PLAYABLE prototype:
- Colored rectangles/circles for characters and environment — NO real art yet
- Player character with the core action fully implemented
- One test level demonstrating the core mechanic
- Basic game manager (start, play, game over states)
- Minimal UI (health bar if needed, score if needed)
Use GDScript. Follow the coding standards in docs/.
Configure project settings (window size, input map, default scene).
Call godot_creation_progress with phase="scaffolding", status="completed"
Say: "White-box prototype is ready! Press Play to test the feel. When you're happy, say 'add visuals' to define the art style."
Note: PATH A does NOT proceed to Asset Generation yet — the white-box uses colored shapes intentionally. Asset generation happens later when the user adds visuals (A3).
A3. Add Visuals (Later)
When the player wants to add visuals to the white-box prototype, call the question tool with:
-
header: "Visual Style"
-
question: "How do you want to define the visual style?"
-
options:
- { label: "Style template", description: "Pick from proven templates: pixel art, hand-drawn, vector, atmospheric" }
- { label: "Unique identity", description: "Full worldbuilding + art direction from scratch" }
-
Style template → Go to Visual Templates
-
Unique identity → Go to Full Visual Creation
After visual direction is established:
→ Proceed to Asset Generation to replace white-box placeholders with real assets.
PATH B: Visual First
Focus: define the world and art style, then build gameplay that fits.
B1. Visual Direction Choice
Call the question tool with:
-
header: "Visual Style"
-
question: "How do you want to define the visual style?"
-
options:
- { label: "Style template", description: "Pick from proven templates: pixel art, hand-drawn, vector, atmospheric and customize" }
- { label: "Unique identity", description: "Build the world from scratch with worldbuilding + art direction" }
-
Style template → Go to Visual Templates
-
Unique identity → Go to Full Visual Creation
B2. Gameplay Design (After Visuals)
Once visuals are defined, design gameplay that fits the world:
If docs/worldbuilding.md exists (full visual creation was done):
- Generate gameplay options that are TIED to the world's unique rule/currency
- The core action should feel like it belongs in THIS specific world
- Example: if the world's rule is "wounds are maps", the core action could be "take damage to reveal paths"
If only a visual template was chosen (no worldbuilding):
- Generate gameplay options that complement the art style
- A pixel art roguelike suggests different mechanics than a hand-drawn puzzle game
Then follow the same 3 questions as A1. Core Game Fun.
B3. Scaffolding
Generate project WITH the defined visual style:
- Generate assets using
godot_asset_create_placeholder with style hints
- If art direction is locked (
docs/visual_bible.md exists), use godot_asset_generate for real assets
- Player character, one test level, basic game loop, minimal UI
- Configure project settings
Call godot_creation_progress with phase="scaffolding", status="completed"
→ Proceed to Asset Generation
PATH C: Quick Start
Maximum speed. The AI handles EVERYTHING — world, visuals, gameplay, code — with minimal user input.
C1. One Question Only
If the user already described what they want in their original message, skip this question.
Otherwise, call the question tool with:
- header: "Game Idea"
- question: "What kind of game do you want? Describe it in one sentence. (Examples: a 2D platformer where gravity flips, a card battler with deck building, a puzzle game about color mixing)"
- options: generate 3 specific game ideas based on any context from the user's message
- e.g. { label: "Gravity platformer", description: "A 2D platformer where you flip gravity to navigate impossible architecture" }
- e.g. { label: "Card roguelike", description: "A deck-building card battler with procedural dungeons and synergy combos" }
- e.g. { label: "Color puzzler", description: "A puzzle game where mixing colors creates new mechanics and paths" }
C2. Auto-Generate Everything
Based on the user's description, the AI autonomously:
Gameplay Design (auto-generated, no questions):
- Determine the best game type (platformer, top-down, puzzle, roguelike, card game, etc.)
- Invent ONE unique twist that makes this game stand out
- Design core loop: action → depth → stakes → progression
- Call
godot_game_design with all results
- Call
godot_creation_progress with phase="game_design", status="completed"
Visual Design (auto-generated, ONE confirmation):
- Choose a visual style that fits the game type and mood
- Define color palette (3-4 dominant colors), shape language, visual density
- Call
godot_art_explore to generate 4 Key Art style explorations — the user SEES the style before it's locked
- Tell the user to check the Art Director panel to view the generated Key Art. Call the
question tool: "Which style direction fits best?"
- Call
godot_art_confirm with the chosen image → extract visual rules → write docs/visual_bible.md
- Call
godot_style_set with reference_asset = chosen image and the extracted art direction
- Call
godot_creation_progress with phase="art_direction", status="completed"
Scaffolding (auto-generated):
- Generate full project structure with GDScript
- Generate placeholder assets using
godot_asset_create_placeholder with the auto-selected style
- Player character, one level, basic game loop, minimal UI
- Configure project settings (window size, input map, default scene)
- Call
godot_creation_progress with phase="scaffolding", status="completed"
→ Proceed to Asset Generation (continuous — no pause)
Visual Templates
Pre-defined visual styles for quick adoption. Call the question tool with:
- header: "Art Style"
- question: "Pick a visual style (or type your own):"
- options:
- { label: "Pixel Art Classic", description: "16x16 or 32x32 sprites, limited palette, retro feel" }
- { label: "Hand-Drawn / Sketch", description: "Loose lines, watercolor textures, organic feel" }
- { label: "Clean Vector", description: "Sharp edges, flat colors, modern minimal aesthetic" }
- { label: "Moody Atmospheric", description: "Dark palette, particle effects, dramatic lighting" }
The user can also type a custom style or name a reference game.
After selection:
- Set up a style profile (palette, shape language, density)
- Call
godot_art_explore with the game description + gameplay mechanics + 4 style variants based on the chosen template — this generates Key Art concept images (no UI) so the user can SEE the style before committing
- Tell the user to check the Art Director panel to view the generated Key Art. Call the
question tool: "Which style direction feels right?"
- Call
godot_art_confirm with the chosen image path — this analyzes the image and extracts color palette, line style, lighting rules
- Write
docs/visual_bible.md with the extracted visual rules
- Call
godot_style_set with the confirmed parameters (reference_asset = chosen exploration image)
- Call
godot_creation_progress with phase="art_direction", status="completed"
IMPORTANT: NEVER skip art exploration. The user MUST see generated Key Art images before the style is locked. Text descriptions alone are not sufficient — people need to SEE the style. Always direct users to the Art Director panel to view explorations (NOT the FileSystem dock).
CRITICAL — art_direction format: When calling godot_style_set, the art_direction parameter MUST be a short technique-only tag (max 30 words) describing HOW to render — NOT what to render.
- GOOD:
"16-bit pixel art, dark fantasy palette, 1px black outlines, flat 2-tone shading, no anti-aliasing, CRT scanline overlay"
- BAD:
"Dark moody casino atmosphere, deep emerald green felt table, near-black purple background, cards have cream-white faces..." (this is scene CONTENT — it will pollute every asset prompt and confuse the image model)
The art_direction gets prepended to EVERY future asset prompt. If it contains scene content, a "UI panel" prompt becomes "casino table scene... UI panel" and the model renders garbage.
Full Visual Creation
Complete worldbuilding + art direction from scratch.
Step 1: Worldbuilding (3 questions)
Follow the /worldbuilding skill exactly. Use the question tool for each question:
- Call
question — header "World's Lie", question "What is this world's biggest lie?", 3 options
- Call
question — header "Protagonist", question "Why is the protagonist FORCED to act?", 3 options
- Call
question — header "World Rule", question "What is this world's most unique rule or currency?", 3 options
RULES FOR OPTIONS:
- Every option must be SPECIFIC, UNPRECEDENTED, SURPRISING
- NEVER use genre labels (dark fantasy, cyberpunk, etc.)
- Each option label = short name, description = one vivid sentence that creates VISUAL IMAGERY
After all 3:
- Summarize world in 3-4 sentences
- Extract 5-7 KEY VISUAL OBJECTS (physical things you'd see in concept art)
- Identify SENSORY SIGNATURE (smell, sound, temperature)
- List VISUAL TABOOS (what must NEVER appear)
- Call
godot_worldbuilding tool
- Call
godot_creation_progress with phase="worldbuilding", status="completed"
Step 2: Art Direction
- Discuss visual language: color mood, shape language, visual density
- Call
godot_art_explore to generate 4 Key Art concept variations (no UI elements)
- Tell the user to check the Art Director panel to view and pick their preferred direction
- Call
godot_art_confirm + godot_style_set
- Call
godot_creation_progress with phase="art_direction", status="completed"
Convergence: Both Paths Complete
Regardless of path taken, the game is ready when BOTH are done:
- Gameplay:
docs/game_design.md exists
- Visuals:
docs/visual_bible.md exists OR godot_style_set has been called
If one is missing, prompt the player to complete it:
- Has gameplay but no visuals → "Your prototype plays great! Let's add a visual style now."
- Has visuals but no gameplay → "The world looks amazing! Let's design the core gameplay."
GATE: Do NOT run scaffolding until both gameplay and visual direction exist. The only exception is PATH A white-box prototype (colored shapes only).
Asset Generation
This phase runs automatically after scaffolding completes (continuous flow — no pause). It replaces all placeholder assets with real AI-generated art that matches the locked visual style.
Prerequisites: Both docs/game_design.md and visual direction (docs/visual_bible.md or godot_style_set called) must exist.
Step 1: Cornerstone Hero
Generate the hero/player character first — this establishes the visual benchmark for all other assets.
- Call
godot_cornerstone_generate with the player character description derived from game design + visual style
- This generates the hero sprite/art and sets the quality bar for the entire project
- Verify the result looks correct before proceeding
Step 2: Batch Asset Generation
Replace ALL placeholder assets with real art in one pass.
- Call
godot_batch_generate — this finds all placeholder assets (created by godot_asset_create_placeholder) and generates real versions using the locked style
- Every placeholder carries metadata about what it represents — the batch tool uses this to generate appropriate art
- This covers: enemies, environment tiles, props, backgrounds, collectibles, and UI elements (health bars, menus, HUD — generated here as Cornerstone Assets, NOT in style explorations)
Step 3: Filesystem Sync
Make Godot recognize the new files.
- Call
godot_editor_command with command scan_filesystem
- This triggers Godot's resource reimport so all new assets are available in the editor
Step 4: Run and Verify
Launch the game and visually verify the results.
- Call
godot_editor_command with command run — start the game
- Wait briefly for the game to load
- Call
godot_screenshot — capture the running game
- Analyze the screenshot for:
- Visual coherence — do all assets look like they belong in the same game?
- Readability — can the player clearly see characters, enemies, platforms, hazards?
- Art style consistency — does everything match the locked visual direction?
- Layout issues — are sprites the right size? Any overlapping or clipping?
- If issues are found:
- Call
godot_asset_regenerate for specific assets that don't fit
- Adjust sprite sizes or positions in scene files if needed
- Re-run and re-screenshot to verify fixes
- Call
godot_editor_command with command stop — stop the running game
Step 5: Complete
- Call
godot_creation_progress with phase="asset_generation", status="completed"
- Say: "Your game is ready with real art assets! Press Play to try it. You can refine individual assets, add more content with /add-level, or polish the game feel with /polish."
Important Rules
- Let the player choose their path — never force a specific order (except visual direction is always mandatory)
- Always save progress — call
godot_creation_progress after each phase
- Resume from where they left off — check existing docs before starting any phase
- Be specific — every suggestion should be concrete, not generic
- Keep it playable — scaffolding must produce something that runs
- Asset generation is continuous — after scaffolding, immediately generate real assets (no pause for user input)
- Verify visually — always screenshot the running game after asset generation and fix issues
- Reference games are shortcuts, not skips — knowing the gameplay doesn't mean skipping visual direction
- Quick Start = AI decides everything — the user gets a working game with ONE question max