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phaser-gdd

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Updated 10-15 23:24

About this skill

Phaser 4 Game Design Document Generator

Generate a comprehensive Game Design Document (GDD) for a Phaser 4 game. The GDD captures every design decision — mechanics, art, audio, progression, technical constraints — in a single Markdown file so the entire team (or solo dev) has a shared reference before any code is written.

GDD Structure (13 Sections)

Every generated GDD must include all 13 sections below. If the user has not specified details for a section, provide sensible defaults based on the genre and scope, and mark assumptions with <!-- ASSUMPTION --> so they are easy to find and revise.


Section 1 — Game Overview

Establish the identity of the game at a glance.

Include:

  • Title — Working title (can be placeholder).
  • Tagline — One punchy sentence that sells the hook.
  • Genre — Primary genre and any sub-genres (e.g., "roguelike platformer").
  • Target Audience — Age range, player profile, casual vs. hardcore.
  • Elevator Pitch — Exactly 2 sentences: what the player does and why it is fun.
  • Unique Selling Points (USPs) — 3-5 bullet points that differentiate the game.
  • Comparable Titles — 2-3 existing games the user or audience would recognize, with a brief note on what is borrowed and what is different.

Section 2 — Core Game Loop

Define the repeatable cycle that keeps the player engaged.

Include:

  • 30-Second Loop — The smallest atomic action cycle (e.g., jump-land-collect).
  • 5-Minute Loop — A medium arc such as completing a level or a wave.
  • Session Loop — What a full play session looks like (15-30 min for casual, 60+ for hardcore).

Present each loop as an ASCII flow diagram:

[Action] --> [Feedback] --> [Reward] --> [Decision] --+
   ^                                                  |
   +--------------------------------------------------+
  • Win Condition — What the player must achieve to "beat" the game or level.
  • Lose Condition — What causes failure and what happens next (restart level, lose life, game over).

Section 3 — Mechanics Deep Dive

Detail every interactive system the player touches.

Include:

  • Primary Mechanics — The 1-3 core verbs (e.g., jump, shoot, match). For each: input, physics behavior, edge cases.
  • Secondary Mechanics — Supporting systems (e.g., inventory, crafting, dialogue). Describe how they feed back into the core loop.
  • Control Scheme — Map inputs per platform:
Action Keyboard Touch Gamepad
Move WASD / Arrows Virtual joystick Left stick
Jump Space Tap right side A button

Section 4 — Progression System

Describe how difficulty, content, and rewards evolve over time.

Include:

  • Difficulty Curve — Describe the intended ramp (linear, exponential, sawtooth). Reference specific milestones.
  • Unlock Sequence — What new abilities, levels, or items the player earns and when.
  • Scoring System — How score is calculated, combo multipliers, leaderboards if any.
  • Replayability Hooks — What brings the player back (new game+, daily challenges, procedural generation).
  • Estimated Play Time — Time to first completion and time to 100% completion.

Section 5 — Level / World Design

Plan the spatial structure of the game.

Include:

  • Level Count — Total number of levels, worlds, or zones.
  • Themes — Visual and mechanical theme per world (e.g., "World 2 — Ice Caves: slippery surfaces, breakable walls").
  • Flow Maps — ASCII diagram showing level progression and branching:
[Level 1] --> [Level 2] --> [Level 3]
                  |
                  +--> [Bonus Level A]
  • Difficulty Scaling — How enemy count, speed, puzzle complexity, or time pressure increases per level.

Section 6 — Characters & Entities

Catalog every game object with gameplay-relevant detail.

Include:

  • Player Character — Base stats (speed, health, jump height), abilities, state machine (idle, run, jump, hurt, dead).
  • Enemy Types — Table format:
Enemy HP Speed Behavior Attack Drop
Slime 1 40px/s Patrol left-right Contact damage Coin (50%)
  • NPCs — Role, dialogue triggers, quest associations.
  • Collectibles & Power-ups — Effect, duration, rarity, visual indicator.

Section 7 — UI/UX Wireframes

Define every screen the player sees.

Include:

  • HUD Layout — ASCII wireframe of the in-game overlay:
+---------------------------------------+
| [Lives: x3]          [Score: 00000]   |
|                                       |
|                                       |
|              GAME AREA                |
|                                       |
|                                       |
| [Item1] [Item2] [Item3]    [Pause]   |
+---------------------------------------+
  • Menu Flow Diagram — ASCII showing navigation between screens:
[Title Screen] --> [Main Menu] --> [Play] --> [Level Select] --> [Game]
                       |                                           |
                       +--> [Settings]                     [Pause Menu]
                       +--> [Credits]                          |
                                                         [Game Over] --> [Main Menu]
  • Screen Mockups — Brief description of each unique screen (title, main menu, settings, game over, win).
  • Accessibility Considerations — Color-blind modes, font size options, remappable controls, screen reader hints.

Section 8 — Art Direction

Establish the visual identity and asset pipeline.

Include:

  • Visual Style — Describe in 1-2 sentences (e.g., "16-bit pixel art with modern lighting effects").
  • Color Palette — 5-8 hex codes with role labels:
Role Hex Usage
Primary #3A86FF Player, UI highlights
Secondary #FF006E Enemies, danger
Background #1B1B2F Sky, menus
  • Resolution & Scaling — Game resolution (e.g., 800x600), scale mode (Phaser FIT, RESIZE, etc.), pixel-perfect flag.
  • Animation Guidelines — Frame counts, FPS per animation type (idle: 4 frames @ 8fps, run: 6 frames @ 12fps).
  • Asset List with Specs — Table of every required asset:
Asset Type Size Frames Format
player_idle Spritesheet 32x32 4 PNG
background_forest Static 800x600 1 PNG

Section 9 — Audio Design Plan

Define the soundscape.

Include:

  • Music Mood per Scene — Table mapping each scene/level to a musical mood and tempo:
Scene Mood Tempo Loop?
Main Menu Mysterious, inviting 90 BPM Yes
Level 1 Upbeat, adventurous 120 BPM Yes
Boss Fight Intense, urgent 150 BPM Yes
Game Over Somber, reflective 70 BPM No
  • SFX List — Action-to-sound mapping:
Action Sound Description Priority
Player jump Short airy whoosh High
Coin collect Bright chime ascending High
Enemy hit Soft thud + squish Medium
  • Format Requirements — All audio must be provided in both MP3 and OGG for cross-browser compatibility. Phaser will select the best format at runtime.
  • Volume Hierarchy — Define relative volume levels: Music (0.4), SFX (0.7), UI sounds (0.5). Describe how they interact (SFX duck music briefly on major events).

Section 10 — Technical Requirements

Pin down the Phaser-specific technical decisions.

Include:

  • Phaser Version — phaser (v4.2.1 stable) unless the user specifies otherwise.
  • Physics Engine — Choose one and justify:
    • Arcade — Simple AABB, best for platformers and shooters. Low CPU cost.
    • Matter.js — Full rigid-body physics. Use for games needing rotation, joints, or complex collision shapes.
    • None — For puzzle or card games with no physics simulation.
  • Performance Budgets — Target frame rate (60 FPS), max draw calls per frame, max simultaneous particles, texture atlas size limits.
  • Browser/Device Targets — Minimum browser versions, mobile device tier (e.g., "must run at 30+ FPS on 2020-era mid-range Android").

Section 11 — Platform Targets & Device Profiles

Specify where the game will run and how input differs.

Include:

  • Primary Platforms — Desktop browser, mobile browser, PWA, Electron, Capacitor/Cordova.
  • Input per Platform:
Platform Primary Input Secondary Input
Desktop Keyboard + Mouse Gamepad
Mobile Touch Gyroscope (optional)
Tablet Touch Bluetooth gamepad
  • Deployment Method — How the game is built and distributed (static hosting, itch.io, app store via Capacitor, etc.).

Section 12 — Monetization & Release Plan (Optional)

Include this section only if the user wants to discuss business aspects. Mark it optional in the output.

Include:

  • Business Model — Free, premium, freemium, ad-supported, or donation-ware.
  • Milestones — Key dates or phases:
Milestone Target Date Deliverable
Prototype Week 2 Core loop playable
Alpha Week 6 All levels blocked out
Beta Week 10 Feature-complete, playtesting
Launch Week 14 Polished, deployed
  • Distribution — Where the game will be published (itch.io, GitHub Pages, Steam, app stores).

Section 13 — Acceptance Criteria

Every other section describes intent. This one is the only part a machine can check, and it is what turns the GDD from a document into a specification.

Write each criterion so that it is observable, numeric, and false when the game is wrong. "The player should feel powerful" is not a criterion. "A charged attack deals 3× base damage" is.

Derive criteria directly from Sections 3 (Mechanics), 4 (Progression), and 6 (Entities) — anywhere the design commits to a number, that number is a criterion.

Criterion Observable state Playtest assertion
Player jumps 3 tiles (96px) high player.y at apex player.y, atMost: spawnY - 96
Basic enemy dies in 3 hits enemy.active press attack ×3, then enemy.active, equals: false
Score persists into GameOver registry.get('score') transition, then atLeast: 10
Coyote time is 100ms jump succeeds after leaving ledge walk off, wait 80ms, jump → body.velocity.y < 0
Wave 5 spawns 12 enemies active enemy count set wave, then enemies.countActive(true), equals: 12
Holds 60fps with 50 entities game.loop.actualFps spawn 50, then atLeast: 55
Boot reaches menu in under 3s scene key at t=3s game.scene.isActive('MainMenuScene'), equals: true

Group criteria under the milestone that must satisfy them:

### Vertical Slice
- [ ] Player spawns at level start and responds to left/right/jump within 1 frame
- [ ] Falling off the map triggers respawn at the last checkpoint within 500ms
- [ ] Collecting a coin increments score by 10 and plays the pickup sound

### Alpha
- [ ] All 8 levels load without console errors
- [ ] Enemy AI pathfinds around static geometry (no wall-clipping over 30s)

Mark anything genuinely subjective as such rather than inventing a fake metric:

### Human review required (not automatable)
- Difficulty curve across levels 1-8 feels fair to a first-time player
- Art reads clearly against every background
- Audio mix is balanced at 50% volume

Save these to docs/acceptance-criteria.md alongside the GDD. The phaser-playtest skill turns each automatable criterion into a scenario assertion, which is how the design gets verified rather than merely stated.


Post-GDD Workflow

Once the GDD is finalized, guide the user to the next steps:

  1. Scaffold the project — Use /phaser-new to generate the base project structure matching the GDD's technical requirements.
  2. Design the architecture — Use the phaser-architect skill/agent to translate the GDD into a technical architecture: scene graph, class hierarchy, data flow, and system decomposition.
  3. Start implementing — Use the phaser-coder skill/agent to begin coding scenes, mechanics, and entities as specified in the GDD.
  4. Verify it runs — /phaser-playtest after each vertical slice. Section 13's automatable acceptance criteria become playtest assertions, which is how the design gets checked rather than merely stated.
  5. Ship it — /phaser-release runs the readiness gate and prepares the store presence.
  6. Iterate on what players say — /phaser-feedback turns their reports into failing playtest scenarios, then fixes, then regression tests.

If the user arrived here without a sharpened concept — a genre rather than a hook, or a scope that has not been sized against their available time — send them to /phaser-brainstorm first. A GDD written around an unscoped idea documents a project that will not finish.

Remind the user: the GDD is a living document. Update it as the game evolves during development.


Output Format

The generated GDD must be a single Markdown document with:

  • A top-level # Game Design Document: [Title] heading.
  • Each of the 13 sections as ## Section N — Name headings.
  • ASCII diagrams for all flow charts, wireframes, and level maps (no external image dependencies).
  • Tables for structured data (enemies, assets, audio, controls).
  • <!-- ASSUMPTION --> comments next to any detail the generator inferred rather than received from the user.

Save the document to docs/GDD.md in the project root. If no project directory exists, print the full GDD inline in the chat.