deckbuilder-roguelike

Guide game designers in building a Slay the Spire–style deckbuilder roguelike.

19|3|Updated Jan 7, 2026
One-click install
npx skills add https://github.com/miles990/claude-domain-skills --skill deckbuilder-roguelike
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: deckbuilder-roguelike
Source: https://github.com/miles990/claude-domain-skills/tree/main/creative/deckbuilder-roguelike/skills/deckbuilder-roguelike
Command: npx skills add https://github.com/miles990/claude-domain-skills --skill deckbuilder-roguelike

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a structured framework for designing a Slay the Spire-inspired deckbuilding roguelike, enabling designers to reason about core mechanics, balance, and progression in a repeatable way.

Core Features & Use Cases

  • Core systems: energy management, card types, relics, and encounter flow to support end-to-end design.
  • Use cases: balancing card pools, designing progression curves, and crafting boss/elite encounters.
  • Example: outline a playable deckbuilder roguelike with 3 act progression and a 3-energy per turn baseline.

Quick Start

Describe a complete deckbuilder roguelike design framework in terms of core systems, card types, and balance templates.

Frequently Asked Questions about deckbuilder-roguelike

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a balanced roguelike deckbuilder with energy and card progression?

To design a balanced roguelike deckbuilder, use a structured framework to manage energy costs, card pools, relic synergies, and encounter pacing across progression acts.

What is the best way to balance card pools in a Slay the Spire-style game?

Balancing card pools in a Slay the Spire-style game requires applying structured balance rules to energy costs, card types, and relic synergies to ensure fair encounter pacing.

How do you structure progression curves and boss encounters for a deckbuilding roguelike?

Structuring progression curves and boss encounters for a deckbuilding roguelike involves mapping encounter flow and pacing across multiple acts using core system templates.

Can I use this deckbuilder design framework for a 3-act progression with a 3-energy baseline?

Yes, this deckbuilder design framework supports outlining a playable roguelike with a 3-act progression structure and a 3-energy per turn baseline.

What core systems do I need to outline for a complete card game design?

To outline a complete card game design, you need core systems including energy management, card types, relics, and encounter flow to support end-to-end mechanics.

Why does encounter pacing matter when building a roguelike card game?

Encounter pacing matters in roguelike card game design because it dictates the difficulty curve, relic synergy impact, and overall player progression across acts.