AgentSkillsCN

concept-validator

通过技术可行性分析、范围风险提示,以及与同类游戏的对比,对游戏概念进行深度评估。当用户手中握有亟需压力测试的游戏创意时,可使用此技能。

SKILL.md
--- frontmatter
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.

Workflow Context

FieldValue
Assigned Agentdesign-lead
Sprint PhasePre-sprint ideation
Directory Scopedocs/ideas/
Workflow ReferenceSee docs/agent-team-workflow.md

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

  1. Game Concept Description
    • Core gameplay loop
    • Primary mechanics
    • Genre/style
    • Target experience

Contextual Information (Ask if missing)

  1. Development Context

    • Timeline (days/weeks/months)
    • Team size and roles
    • Engine/tools being used
    • Experience level
  2. 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:

  1. Core Mechanics

    • What are the primary gameplay mechanics?
    • How many systems need to interact?
    • What's the complexity of each system?
  2. Technical Requirements

    • Physics/movement systems needed?
    • AI/pathfinding complexity?
    • Networking/multiplayer?
    • Procedural generation?
    • Save/load systems?
    • UI complexity?
  3. Content Requirements

    • Art assets needed (count and complexity)
    • Audio requirements
    • Level/map design scope
    • Narrative/dialogue volume
    • Animation complexity
  4. 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:

  1. Identify Similar Games (3-5 examples)

    • Same genre/mechanics
    • Similar scope
    • Both indie and AAA examples
    • Successful and failed projects
  2. Extract Lessons

    • Development timeline
    • Team size
    • What worked well
    • What they cut/simplified
    • Common player feedback
  3. 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:

  1. Executive Summary

    • Overall feasibility rating
    • Key risks
    • Recommended path forward
  2. Technical Analysis

    • System-by-system breakdown
    • Complexity ratings
    • Required expertise
    • Tech stack recommendations
  3. Scope Analysis

    • Feature count vs timeline
    • MVP vs full vision
    • Suggested cuts/phases
    • Realistic estimates
  4. Similar Games Comparison

    • Comparable projects
    • Development stats
    • Key learnings
    • What to emulate/avoid
  5. Risk Matrix

    • High/medium/low risk items
    • Mitigation strategies
    • Critical path features
  6. Recommendations

    • Proceed as-is / adjust scope / reconsider
    • Specific cuts or additions
    • Phasing strategy
    • Prototype priorities

Output Format

markdown
# 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
  1. [Player action]
  2. [System response]
  3. [Player decision]
  4. [Outcome/reward] → Repeat
code

### 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 `/roadmap-planner` for phased roadmap
- **Generate GDD:** Use `/gdd-generator` to formalize design
- **Explore Alternatives:** Use `/game-ideator` 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:

  1. Research X (Vampire Survivors)
    • What made it successful?
    • How long to develop?
    • What's the minimum feature set?
  2. Evaluate Y (crafting addition)
    • How complex is crafting system?
    • Does it complement or compete with core loop?
    • What's the integration cost?
  3. 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:

  1. Identify each genre's core loop
  2. Map where loops intersect
  3. Assess if loops compete or complement
  4. 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:

  1. Prioritize what MUST be procedural
  2. What can be handcrafted?
  3. Prototype generator early (high risk)
  4. 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:

  1. Calculate production time per asset
  2. Multiply by quantity
  3. Compare to timeline
  4. 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

  1. Gather concept details (ask for missing context if needed)
  2. Analyze technical requirements (systems, content, complexity)
  3. Research similar games (3-5 examples with dev data)
  4. Assess feasibility (technical, scope, timeline)
  5. Identify risks (high/medium/low with mitigations)
  6. Generate recommendations (proceed/adjust/reconsider with specifics)
  7. Create validation report (following output format template)
  8. 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.