Agent skill
Genre Design Patterns
This skill should be used when the user asks about "RPG design", "platformer design", "roguelike", "roguelite", "metroidvania", "action game", "puzzle game", "adventure game", "genre conventions", "genre patterns", "what makes a good [genre]", or needs genre-specific design guidance.
Install this agent skill to your Project
npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/genre-patterns
SKILL.md
Genre Design Patterns
Quick-reference patterns for common game genres. Use as starting points—the best games often blend genres.
How to Use This Skill
- Identify your primary genre
- Review its core pillars
- Check essential elements
- Consider which secondary genres to blend
- Use templates as starting framework
Platformer
Core Pillars
- Precise movement and jumping
- Obstacle navigation
- Timing challenges
Essential Elements
| Element | Purpose |
|---|---|
| Responsive controls | Feel good, predictable |
| Clear platforms | Readable jump targets |
| Fair hazards | Visible before dangerous |
| Checkpoints | Reduce frustration |
| Collectibles | Exploration reward |
Design Template
PLATFORMER DESIGN
Movement feel: [ ] Floaty [ ] Tight [ ] Momentum-based
Jump type: [ ] Fixed [ ] Variable height [ ] Double/multi
Core gimmick: _______________
Level structure: [ ] Linear [ ] Hub [ ] World map
Death penalty: _______________
Action RPG
Core Pillars
- Real-time combat
- Character progression
- Loot/equipment
Essential Elements
| Element | Purpose |
|---|---|
| Satisfying combat | Core loop engagement |
| Meaningful stats | Progression feeling |
| Build variety | Player expression |
| Loot drops | Reward and excitement |
| Enemies that teach | Skill development |
Design Template
ACTION RPG DESIGN
Combat style: [ ] Hack-slash [ ] Souls-like [ ] Character action
Stat impact: [ ] Heavy (numbers matter) [ ] Light (skill matters more)
Build system: [ ] Class-based [ ] Skill tree [ ] Equipment-based
Loot rarity tiers: _______________
Core loop: Kill → Loot → Upgrade → Kill stronger
Roguelike / Roguelite
Core Pillars
- Procedural generation
- Permadeath or run-based play
- Progressive mastery
Essential Elements
| Element | Purpose |
|---|---|
| Run variety | Each attempt feels fresh |
| Fair randomness | Bad luck doesn't doom run |
| Quick restart | Minimize frustration |
| Meta-progression | Long-term goals (roguelite) |
| Build diversity | Many viable paths |
Design Template
ROGUELIKE DESIGN
Permadeath: [ ] Full [ ] Roguelite (meta-progression)
Run length: _____ minutes target
Seed-based: [ ] Yes [ ] No (important for replays/multiplayer)
Unlock system: _______________
Core randomization: [ ] Levels [ ] Items [ ] Enemies [ ] All
See replayability-engineering for deeper roguelike patterns.
Metroidvania
Core Pillars
- Interconnected world
- Ability-gated exploration
- Backtracking with new powers
Essential Elements
| Element | Purpose |
|---|---|
| Satisfying movement | Traversal is constant |
| Clear ability gates | Know what you need |
| Rewarding backtracking | Old areas have new value |
| Map system | Navigation in complex space |
| Sequence-breaking (optional) | Reward mastery |
Design Template
METROIDVANIA DESIGN
World size: _____ screens/rooms
Key abilities: _______________
Gate types: [ ] Ability [ ] Item [ ] Skill
Map reveal: [ ] Auto [ ] Manual [ ] Exploration-based
Shortcut system: _______________
Puzzle
Core Pillars
- Problem-solving
- "Aha" moments
- Clear rules, emergent complexity
Essential Elements
| Element | Purpose |
|---|---|
| Teachable rules | Player understands system |
| Fair solutions | No guessing required |
| Escalating complexity | Difficulty progression |
| Hints (optional) | Accessibility |
| Undo/reset | Experimentation |
Design Template
PUZZLE DESIGN
Core mechanic: _______________
Complexity source: [ ] More elements [ ] Tighter constraints [ ] Combinations
Puzzle count: _____
Hint system: [ ] None [ ] Optional [ ] Progressive
Success feedback: _______________
Adventure / Narrative
Core Pillars
- Story-driven
- Exploration and discovery
- Character interaction
Essential Elements
| Element | Purpose |
|---|---|
| Compelling narrative | Drives player forward |
| Interesting characters | Emotional investment |
| Meaningful choices | Player agency |
| Environmental storytelling | World feels alive |
| Clear objectives | Direction when needed |
Design Template
ADVENTURE DESIGN
Story structure: [ ] Linear [ ] Branching [ ] Open
Player character: [ ] Defined [ ] Blank slate [ ] Customizable
Dialogue system: [ ] Simple [ ] Branching [ ] Full RPG
Choice impact: [ ] Flavor [ ] Story [ ] Endings
Core mystery/goal: _______________
Genre Blending
Popular Combinations
| Blend | Examples | Key Tension |
|---|---|---|
| Roguelike + Platformer | Dead Cells style | Tight controls + Randomness |
| RPG + Puzzle | Puzzle RPGs | Stats + Pure logic |
| Action + Narrative | Action-adventure | Pacing gameplay vs story |
| Platformer + Metroidvania | Most metroidvanias | Linear flow vs backtracking |
Blending Checklist
- Primary genre is clear
- Secondary adds value, not confusion
- Core loops don't conflict
- Player expectations are set early
Additional Resources
Reference Files
references/rpg-patterns.md— Detailed RPG designreferences/platformer-patterns.md— Platformer design deep divereferences/roguelike-patterns.md— Roguelike essentialsreferences/metroidvania-patterns.md— Metroidvania design
Related Skills
replayability-engineering— For roguelike/lite designcore-loop-design— Genre-specific loopsnarrative-design— Story-focused genres
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