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Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, compare meaningful alternatives on the dimensions still unlocked, then select a playable direction using hard vetoes and explicit trade-offs.
Passed 20 of 23 test cases with the skill, and 12 of 23 without it.
and 13 more in the full report
8 fixed12 passed either way3 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
我已经在项目中准备好了 `SOURCE_BIBLE.md` 和 `PRODUCT_BRIEF.md`。请帮我执行游戏概念设计流程,生成 `concepts/CONCEPT.md` 目标文件。输出需要梳理出产品简报锁定与开放的维度、定义核心体验承诺及其失败表现、对比候选概念方向与玩法循环,并包含玩家能动性契约与最小验证方案。
| Checked | Without skill | With skill |
|---|---|---|
| Stops execution without generating concepts/CONCEPT.md. | Missed | Passed |
| Informs the user that document text is missing. | Missed | Passed |
The instructions your model reads when the skill loads.
决定做成什么游戏,不写代码、数值表或逐场关卡脚本。
读取 concept-method.md。输入必须包含 SOURCE_BIBLE.md 与
PRODUCT_BRIEF.md;缺任一项就停止并说明缺口,不代替上游补写。
产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。
直接继承 brief 已锁的平台、输入、受众、分级、时长、目标市场和非目标;发现它们与原作明显冲突 时回总入口修订,不在概念阶段静默改值。原作语言、文化语境、目标市场和界面语言分别处理,不从 其中一个自动推出另一个。
互动叙事是成熟玩法,不因以阅读和对白承载就降低标准;它的动词可以是读局面、追问、比对信息、 表态、隐瞒、交出与承担回响。
概念还要判断验证形态:可用成熟交互语法表达时说明“已有语法 + 原作如何改变它”;核心依赖实时手感、 空间、视线、物理或独特操作时明确走自定义灰盒。不要把文本原型当所有体验的统一前置层,也不要因有 模板可用就让模板替原作决定玩法。
先列 brief 的锁定维度和仍开放的维度,只比较能揭示真实取舍的方向,不凑概念数量或差异维度。 仅在方向仍开放时考察可信替代;用户已选定方向或不存在有效替代时说明原因,改为验证该方向的风险, 不重开选择。
先按 concept-method 的硬否决逐个淘汰,不计算总分,再按其比较维度选择。quick 自动选证据最强的
方向;director 只对尚未决定的方向给出推荐并等待用户选择。
生成一个 concepts/CONCEPT.md,只含:
test cases passed, vs 12 / 23 without
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