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level-designer
Use when you need to design, draft, scaffold, create, or edit a new or existing level.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when you need to design, draft, scaffold, create, or edit a new or existing level.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
| name | level-designer |
| description | Use when you need to design, draft, scaffold, create, or edit a new or existing level. |
Produces or edits plain-text scaffold grids for every room in a new stage. These grids are design documents — they capture structure and intent before building/editing in Tiled.
| Char | Meaning |
|---|---|
\ | Gate or opening from one room to the next |
> < ^ v | Player enter/exit direction: inward for entrance, outward for exit |
X | Block / platform (maps to blocks layer) |
E | Enemy (maps to enemies layer) |
I | Item (maps to items layer) |
D | Death hazard — spikes, lava, or anything that kills on contact |
L | Ladder (for the player to climb up/down) |
| Empty space / air |
0 | Player spawn at stage start (only one per level) |
n | Player re-spawn point (n ≥ 1) |
Each room is a rectangular grid of the characters above, wrapped in a labeled fence.
=== Room 1 (16×14) ===
XXXXXXXXXXXXXXXX
X X
X 0 X
XXXX X
X X
X X
XXXXXXXX X
X X
X E X
X XXXXXXXXXXX
X \
X >\
X E \
XXXXXXXXXXXXXXXX
- Player spawns at top-left of the room on a platform ledge hanging off the wall
- Player descends and moves along platforms in a Z, facing 2 enemies along the way
- Player exits the room rightward via an opening at the bottom-right of the screen
=== Room 2 (16×14) → right of Room 1 ===
XXXXXXXXXXXXXXXX
X \
X >\
X E \
X XXXXX
XXXXX X
X E E X
X XXX XXXXXX
X X
X XX X
\ XXXXX X
\> X
\ E v X
XXXXXXXXXXXX\\\X
- Player enters the room from the bottom-left of the screen and immediately faces an enemy stationed on the ground
- Player has two routes to choose from: ascend up along platforms, or descend at bottom-right
=== Room 3 Path 1 (16×14) → right of Room 2 ===
XXXXXXXXXXXXXXXX
\ X
\> E X
\ X
XXXXX XXXXX X
X XDDDX X
X XXXXX X
X X
X XXXXXXXXXXXX
X E X
XXXXXXXXXXXXX X
X X
X v E X
X\\\XXXXXXXXXXXX
- Player enters from top-left of the screen and immediately faces a floating enemy and a small pit of spikes
- Player descends the room in a Z pattern, encountering 2 enemies along the way
- Player exits the room downward at the bottom-left of the room
=== Room 3 Path 2 (16x14) → below Room 2 ===
XXXXXXXXXXXX\\\X
X v X
X X
X XXXX
X X
X E X
X XXX X
X X
X E X
X XXX X
X \
X >\
X \
XXXXXXXXXXXXXXXX
- Player descends into room from top-right of the screen and lands on a platform protruding from the wall
- Player descends down the room, encountering two enemies each stationed on floating platforms
- Player exits the room rightward at the bottom-right corner of the room
=== Room 4 (16×14) → beneath Room 3 Path 1, right of Room 3 Path 2 ===
X\\\XXXXXXXXXXXX
X v X
X X
X X
X X
X X
X X
X X
X X
X X
\ \
\> >\
\ 1 \
XXXXXXXXXXXXXXXX
- Player enters either via bottom-left or top-left depending on which path he chose in room 2
- Player checkpoint located at the bottom-middle of the room
- Player exists the room rightward via a gate at the bottom-right of the room
=== Room 5 (32×14) → right of Room 4 ===
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X \
X E >\
X X XXX E \
X XDDDXXXXXXX XXXXX XXXX
XLXXXXXXXXXX X
XL E X
XL E XXX E X
XL XXXXXXXXXXXXXXXXXXXXLX
XXXXXXXXXXX LX
\ E LX
\> XXX XXX XXXXX XXX
\ XXXDDDDXXXDDDDXXXXXDDDDDXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- Player enters the room from the bottom-left of the room and must jump over spikes.
- Room features a gauntlet of many enemies, platforms, and ladders the player must ascend.
- Player exits the room rightward via a gate at the top-right of the screen.
32×14).0 is the start-of-level spawn; use 1, 2, 3… in the order the
player reaches each new room for the first time.E.> < ^ v) in the cell immediately next to the opening, pointing into the room for
a room entrance and pointing out of the room for a room exit. Whether an opening is considered
an entrance or an exit depends on the flow of the level.After each room grid, add a brief notes block describing room and any special properties.
Example:
Notes — Room 2:
• E (col 5, row 4) Sniper Joe, facing left
• E (col 10, row 4) Bat, ceiling-mounted
• Room property: normal scroll (left→right)
Ask the user for:
Scaffold or fill in? — Ask whether each room should be a bare scaffold (outer border only, no interior content) or a filled draft (platforms, enemies, and spawn points placed). A scaffold is useful when the user wants to place content themselves in Tiled; a filled draft is useful when the user wants a starting point to iterate from.
Level name — ask the user to provide a name; present using temp_<unique_id>for when the user
does not want to provide a name.
Theme — Ice, fire, factory, desert, cave, underwater, or free-form (no theme). Suggest a theme based on the user's input for level name.
Number of rooms — Ask the user how many rooms should be generated. The level may be expanded with more rooms in later sessions.
Level-design philosophy: Ask the user whether to apply philosophy rules on a room-by-room basis or if Claude should generate rooms of various philosophies at will (with minimal guidance from the user). A room can have one or more philosophies applied, or none - none meaning either no edits made to the room or no content in the room besides the entrance(s)/exit(s) and borders of the room.
| Philosophy | Description |
|---|---|
| Linear | Single horizontal or vertical path |
| Branching | Diverging paths, some optional or rejoining |
| Gauntlet | Dense enemy patterns, minimal platforming |
| Z-pattern | Platforms arranged so Mega Man traverses the room in a Z |
| Hill climb/descend | Room focused on ascending or descending |
| Empty | No enemies or objects; used as a checkpoint or breather room |
| Spike corridor | Narrow passage lined with spikes; tests precise movement |
| Disappearing blocks | Platforms appear/vanish in sequence; tests memorization and timing |
| Moving platforms | Platforms moving over instakill pits; tests jump timing |
| Obstacle course | Hazard-focused (spikes, cannons, crushers); few or no enemies |
| Precision pit | Tight jumps over instant-death gaps; minimal enemies |
| Hybrid | Combines multiple philosophies |
Output an overview.txt file which highlights the overall level including themes,
philosophies, etc. Output a draft of each room grid in order from spawn to the end.
Save each room as a file in a folder structure in the project temp folder, i.e.:
- Megaman-Maverick
- temp
- level_drafts
- <level_name>
- overview.txt
- room1.txt
- room2.txt
- room3.txt
Prompt for user feedback and revise grids as needed. Repeat until approved.
Prompt the user to answer which step should be taken next.
Use when you need to profile the game's runtime performance — investigating FPS drops, frame-time spikes, slowdowns in a specific room or fight, or when asked to chart/analyze a *-diagnostics.txt file.
Use when you need to read, parse, display, or analyse an existing level from its Tiled TMX file.
Use when you need to build, scaffold, or structurally edit a level's TMX file (rooms, blocks, player spawns, enemy/hazard markers, or inserting/shifting sections). Prefer to use this skill instead of generating code to edit layers. It is expected that the builds/edits will be rough, and the user will need to do manual edits.