design-mechanic

Designs one game mechanic through five layers and scaffolds nodes, GDScript stubs, and design docs.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill design-mechanic-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: design-mechanic
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/design-mechanic
Command: npx skills add https://github.com/SummerEngine/summer --skill design-mechanic-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game mechanics often ship feeling hollow because designers skip feedback channels, failure modes, or depth analysis. This Skill walks a structured five-layer design process (input, response, feedback, failure modes, depth) for a single mechanic, then scaffolds the result directly into a Godot project so the next session can implement it. ## Core Features & Use Cases - Five-layer mechanic design: Systematically covers input, world response, visual/audio/mechanical feedback, failure modes, and depth, forcing concrete answers for each layer. - Engine scaffolding: Adds feedback nodes (GPUParticles3D, AudioStreamPlayer3D) via Summer MCP tools, binds input actions, and writes a typed GDScript stub with @export tunables. - Persistent design docs: Saves a structured mechanic document to .summer/mechanics/ so future sessions can resume implementation without conversation history. - Use Case: Ask to design a double-jump for your platformer; the Skill interviews you on each layer, adds particle and audio nodes to the Player scene, writes player_controller.gd with buffered jump logic, and saves double-jump.md. ## Quick Start Ask the agent to design a double-jump mechanic for your Godot platformer and scaffold it into the current project.

Frequently Asked Questions about design-mechanic

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

FAQPage Schema
How do I design a game mechanic like double-jump or parry?

Name the specific verb (not a system like "combat"), then walk five layers: input, world response, feedback across visual/audio/mechanical channels, failure modes, and depth. The Skill then scaffolds nodes and a GDScript stub into your Godot project.

What is the difference between a game mechanic and a game system?

A mechanic is a single verb the player performs, like parry or double-jump, while a system is a collection of mechanics, like combat or inventory. This Skill designs one mechanic at a time and pushes back if you name a system.

Does this work with Godot Engine projects?

Yes, it targets Godot 4.x projects using GDScript and .tscn scenes. It uses Summer MCP tools like summer_add_node and summer_set_prop to modify scenes, with a manual .tscn snippet fallback when MCP is unavailable.

What feedback channels should a game mechanic have?

Three channels are required: visual (particles, animation), audio (layered cues), and mechanical feel (the input must feel distinct, e.g., different air control). Skipping the mechanical channel produces hollow-feeling mechanics.

Where is the mechanic design doc saved?

The design doc is written to .summer/mechanics/<mechanic-name>.md in the project. It records input, response, feedback, failure modes, depth, tunables, and open questions so a future session can implement the mechanic.