mg-spec

Converts raw minigame descriptions into agreed development-ready specification documents.

1|Updated Jul 29, 2026
One-click install
npx skills add https://github.com/Bornqazaq/sleepover --skill mg-spec-bornqazaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: mg-spec
Source: https://github.com/Bornqazaq/sleepover/tree/main/.claude/skills/mg-spec
Command: npx skills add https://github.com/Bornqazaq/sleepover --skill mg-spec-bornqazaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game designers hand over rough minigame ideas that lack concrete numbers, network authority rules, and edge-case handling, forcing developers to stop mid-implementation to ask clarifying questions. This Skill turns a raw game description into a complete, agreed specification in docs/minigames/ that tickets can be cut from without further questions. ## Core Features & Use Cases - Core Reuse Audit: Classifies every mechanic as already in Core, needing a Core extension, or unique to the game, preventing duplicated code across minigames. - Network Model Definition: Assigns authority and synchronization (NetworkVariable vs RPC, server-authoritative outcomes) for every state element, including disconnect handling for asymmetric roles. - Rule Gap Detection: Runs checklist questions on ranking all players, ties, 2-to-8 player scaling, timeouts, and stuck states, then resolves open questions with the user in one batch. - Use Case: A game designer drops a Markdown file describing a new asymmetric minigame; the Skill produces docs/minigames/<game>.md with sections 9-11 filled, an art brief, and status 'agreed', ready for ticket slicing via /mg-tickets. ## Quick Start Run the mg-spec skill with the path to my raw minigame description file to produce a complete agreed specification in docs/minigames/.

Frequently Asked Questions about mg-spec

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

FAQPage Schema
How do I turn a raw game design idea into a development-ready spec?

Provide the raw description file or game name as the skill argument. The skill reads the spec template, roadmap section, and Core code, then writes a complete spec to docs/minigames/<game>.md with all open questions resolved before ticket slicing begins.

How do I decide which minigame mechanics go into shared Core code?

Each mechanic is classified into one of three categories: already in Core (reference the existing class), extend Core (shared system, separate ticket), or unique (lives in Scripts/Minigames/<Game>/). This fills section 9 of the spec and prevents duplicated code.

How should network state be modeled for a Unity multiplayer minigame?

State like score, phase, and health uses NetworkVariable with server authority; events like shots or round starts use RPC; all outcomes are computed on the server. The spec must also define behavior when a player with a unique role disconnects.

What edge cases should a multiplayer minigame spec cover?

The checklist covers ranking all players (not just the winner), ties, 2-to-8 player scaling, idle players, mid-round disconnects, round timeouts, players breaking the scene, and any unspecified numeric values. Findings go into the open questions section.

When is the minigame spec considered done?

The spec is done when the open questions section is empty, every mechanic is classified as Core or new, every state element has a defined authority, all numbers are concrete, and placement rules work for 2, 4, and 8 players. The next step is the /mg-tickets phase.