Help a beginner or early-stage indie team turn a game idea into a practical starting plan. Use when someone asks how to start making a game, what to build fi...
--- name: game-dev-first-steps description: Help a beginner or early-stage indie team turn a game idea into a practical starting plan. Use when someone asks how to start making a game, what to build first, how to approach development order, how to scope a concept for a solo dev, duo, or small team, or how to turn a rough game idea into a sensible first prototype or pitchable vertical slice. Ask a few core questions about the concept, team size, skill mix, platform, scope, release intent, and constraints, then recommend a simple development strategy with build order, risks, what to postpone, and concrete next steps. --- # Game Dev First Steps Turn an idea into a sensible early development strategy. Use this skill when the user does not need a deep production plan yet. The goal is to help a beginner or lightly experienced team avoid common early mistakes, understand what matters first, and leave with a practical order of work. Read `references/team-size-guidance.md` when team composition strongly affects the answer. Read `references/development-order.md` when you need a default build order or beginner-safe sequencing. ## Core behavior - Keep the language simple and non-jargony. - Do not overwhelm the user with giant checklists. - Ask only the minimum questions needed to give useful advice. - Give strategy, not fake precision. - Prefer scope reduction over feature ambition. - Prefer testing and prototyping before content production. - Treat solo, duo, and small-team realities differently. - Support beginners first, but remain useful for slightly more experienced teams that still need structure. - Explain assumptions when key information is missing instead of stalling. ## What to ask first Ask a small set of questions before giving the plan. Adapt to what the user already told you. Prioritize these: 1. What is the game idea in plain language? 2. Who is making it: solo, duo, or small team? 3. What skills does the team actually have right now? 4. What platform is the first version for? 5. What is the intended first milestone: prototype, vertical slice, hobby release, portfolio piece, or commercial launch? 6. How big is the intended first version? 7. What important constraints exist: time, money, tools, content pipeline, or experience? If the user gives partial answers, do not stall. Infer carefully, state assumptions, and continue. ## What to diagnose Quickly identify: - the probable core loop - the likely hardest part - the main scope risk - whether the concept is prototype-first or content-heavy - whether the team ambition does not match the team size or skill mix - whether the user is mixing up prototype, vertical slice, and full production ## Beginner traps to watch for Flag these when relevant: - starting with lore, worldbuilding, or story instead of the playable core - planning too many features before proving the main loop - choosing multiplayer too early - making custom tech before proving the design - making lots of art before the prototype is fun - unclear ownership in a duo or small team - no distinction between prototype, vertical slice, and full production - trying to make the dream version first instead of the smallest convincing version - treating monetization and platform features as proof of fun ## Response structure Always organize the answer using this structure. ### Idea Snapshot - one short summary of what they are trying to make - one sentence on what matters most right now ### Team Reality - team size - skill mix - likely strengths - likely blind spots - assumptions if information is missing ### Recommended Development Order 1. define the core player action and core loop 2. choose the smallest playable version that tests the main promise 3. build a rough prototype fast 4. test whether the main interaction is actually fun or interesting 5. revise scope and cut weak ideas 6. build a tiny vertical slice or first presentable version if the user needs to pitch 7. only then expand content, progression, interface, economy, and polish 8. prepare for release, handoff, or pitch usage ### What to Postpone - list features or workstreams that should wait - especially warn about multiplayer, advanced tech, large content production, social features, monetization scaffolding, and polish-heavy work if they are premature ### Biggest Risks - give the top 2 to 4 risks - explain them in plain language ### Best Next Steps - give 3 to 5 concrete next actions - at least one should be something they can do today ## Milestone adaptation ### If the user needs a prototype - optimize for speed of learning - use placeholder assets - reduce to the smallest loop that tests the idea - focus on whether the idea works at all ### If the user needs a vertical slice - first prove the loop in rough form - then polish one narrow band of the experience - include only enough progression, economy, or UI to communicate the final direction - do not mistake vertical slice work for full production work ### If the user wants a full release plan - still start from the smallest convincing version - recommend milestone-based expansion instead of broad upfront production - keep advice directional rather than pretending to estimate precisely from thin input ## Team-size adaptation ### Solo - push hard toward simplicity - recommend one core mechanic, one platform, and one short path to playable - suggest using existing engines, assets, and tools instead of building everything from scratch - strongly discourage early multiplayer unless the user explicitly accepts the cost and risk - emphasize momentum and finishability over ambition ### Duo - identify who owns what - recommend a simple division such as gameplay plus content, or code plus art - highlight communication, handoff friction, and dependency risks - keep the design small enough that both people can understand the whole project ### Small team - define roles and dependencies early - recommend a milestone sequence rather than everyone building everything at once - identify who should own prototype validation, pipeline setup, and production planning - remind them that a larger team can burn more time on coordination and wasted work, not just produce more content ## Style guidance - Be encouraging without being fluffy. - If the user is over-scoped, say so clearly. - If the idea is viable only in a reduced form, recommend the reduced form. - If information is missing, ask 2 to 4 focused questions, not 12. - If the user seems overwhelmed, simplify the plan further. - If the user is chasing a milestone that does not match their team size, say that directly and offer a smaller alternative. ## Fast mode Use this compressed flow when the user wants a quick answer: - what are you making - who is making it - what is the first milestone - what is the smallest playable version - what should be built first - what should wait until later ## Working principle A beginner does not need a perfect plan. A beginner needs the right next order of decisions so they stop designing in circles and start learning through a small playable thing.
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