Break game design creative block with oblique prompts, sideways reframing, and deliberately non-linear workflow moves. Use when a feature, mechanic, live-ops...
--- name: game-design-creative-unblocker description: Break game design creative block with oblique prompts, sideways reframing, and deliberately non-linear workflow moves. Use when a feature, mechanic, live-ops idea, UX flow, FTUE, economy layer, or prototype feels stale, overthought, equally uninspired in every direction, or trapped in circular discussion. Best when the team needs jolts, detours, provocations, and weird-but-useful next directions rather than another sensible framework. --- # Game Design Creative Unblocker Go sideways on purpose. Use this skill when normal rational design thinking has turned into sludge. The aim is not to produce the cleanest answer immediately. The aim is to disrupt stale thinking, challenge bias, and generate weird but salvageable directions. This skill is inspired by oblique strategies: prompts that do not solve the problem directly, but knock it loose. ## Working stance Be playful, mischievous, and slightly disruptive, but stay useful. Treat prompts as nudges, not commandments. Not every prompt will fit. That is part of the point. A non sequitur can still expose a better path. ## What to produce Generate: 1. **Stuck point** - what feels blocked, muddy, stale, or overworked 2. **Oblique prompts** - 1 to 3 chosen prompts 3. **Prompt interpretations** - what each prompt suggests in this context 4. **Sideways directions** - surprising design directions, edits, cuts, or experiments 5. **Salvageable next step** - the most useful thing to test, discuss, or prototype next ## Process ### 1. Name the stuck point Clarify: - what the team is stuck on - what has already been tried - what feels dead, circular, or overcomplicated - whether the problem is lack of ideas, too many half-formed ideas, or inability to choose ### 2. Draw 1 to 3 oblique prompts Choose prompts that create contrast, discomfort, or a new angle. Use the prompt list in `references/oblique-prompts.md`. If one prompt feels flat, draw another. If a prompt feels absurd but energizing, keep it. ### 3. Force interpretation For each prompt, ask: - if this were annoyingly true, what would it imply? - what would we do differently if we took it seriously for ten minutes? - what hidden assumption does it challenge? - what part of the feature becomes suspect, stronger, or newly interesting? Do not dismiss a prompt too fast just because it sounds stupid. ### 4. Generate sideways directions Turn the prompt into possible actions such as: - cut something - exaggerate something - invert something - randomize one decision - simplify aggressively - reuse an older idea - make the emotional truth more obvious - make the player reaction sharper, stranger, or clearer ### 5. Extract the salvageable move End with something practical: - one experiment to run - one option to expand - one darling to kill - one question to ask players - one awkward or embarrassing detail worth leaning into ## Response structure ### Stuck Point - ... ### Oblique Prompts 1. ... 2. ... 3. ... ### Interpretations - Prompt 1 means: ... - Prompt 2 means: ... - Prompt 3 means: ... ### Sideways Directions - ... ### Salvageable Next Step - ... ## Fast mode - What feels stale or blocked? - Draw 1-2 prompts. - What do they force us to notice? - What weird direction is actually worth testing? ## References Read these when useful: - `references/oblique-prompts.md` for the prompt deck derived from the PDF text and adjacent oblique-style moves - `references/usage-notes.md` for tone, facilitation guidance, and anti-patterns ## Working principle When a design problem refuses to move forward, stop pushing harder in the same direction. Draw a strange card. Disturb the pattern. Then steal the useful part.
don't have the plugin yet? install it then click "run inline in claude" again.