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This skill should be used when the user asks about "RPG design", "platformer design", "roguelike", "roguelite", "metroidvania", "action game", "puzzle game", "adventure game", "genre conventions", "genre patterns", "what makes a good [genre]", or needs genre-specific design guidance.

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SKILL.md

name Genre Design Patterns
description This skill should be used when the user asks about "RPG design", "platformer design", "roguelike", "roguelite", "metroidvania", "action game", "puzzle game", "adventure game", "genre conventions", "genre patterns", "what makes a good [genre]", or needs genre-specific design guidance.
version 1.0.0

Genre Design Patterns

Quick-reference patterns for common game genres. Use as starting points—the best games often blend genres.

How to Use This Skill

  1. Identify your primary genre
  2. Review its core pillars
  3. Check essential elements
  4. Consider which secondary genres to blend
  5. Use templates as starting framework

Platformer

Core Pillars

  • Precise movement and jumping
  • Obstacle navigation
  • Timing challenges

Essential Elements

Element Purpose
Responsive controls Feel good, predictable
Clear platforms Readable jump targets
Fair hazards Visible before dangerous
Checkpoints Reduce frustration
Collectibles Exploration reward

Design Template

PLATFORMER DESIGN

Movement feel: [ ] Floaty [ ] Tight [ ] Momentum-based
Jump type: [ ] Fixed [ ] Variable height [ ] Double/multi
Core gimmick: _______________
Level structure: [ ] Linear [ ] Hub [ ] World map
Death penalty: _______________

Action RPG

Core Pillars

  • Real-time combat
  • Character progression
  • Loot/equipment

Essential Elements

Element Purpose
Satisfying combat Core loop engagement
Meaningful stats Progression feeling
Build variety Player expression
Loot drops Reward and excitement
Enemies that teach Skill development

Design Template

ACTION RPG DESIGN

Combat style: [ ] Hack-slash [ ] Souls-like [ ] Character action
Stat impact: [ ] Heavy (numbers matter) [ ] Light (skill matters more)
Build system: [ ] Class-based [ ] Skill tree [ ] Equipment-based
Loot rarity tiers: _______________
Core loop: Kill → Loot → Upgrade → Kill stronger

Roguelike / Roguelite

Core Pillars

  • Procedural generation
  • Permadeath or run-based play
  • Progressive mastery

Essential Elements

Element Purpose
Run variety Each attempt feels fresh
Fair randomness Bad luck doesn't doom run
Quick restart Minimize frustration
Meta-progression Long-term goals (roguelite)
Build diversity Many viable paths

Design Template

ROGUELIKE DESIGN

Permadeath: [ ] Full [ ] Roguelite (meta-progression)
Run length: _____ minutes target
Seed-based: [ ] Yes [ ] No (important for replays/multiplayer)
Unlock system: _______________
Core randomization: [ ] Levels [ ] Items [ ] Enemies [ ] All

See replayability-engineering for deeper roguelike patterns.


Metroidvania

Core Pillars

  • Interconnected world
  • Ability-gated exploration
  • Backtracking with new powers

Essential Elements

Element Purpose
Satisfying movement Traversal is constant
Clear ability gates Know what you need
Rewarding backtracking Old areas have new value
Map system Navigation in complex space
Sequence-breaking (optional) Reward mastery

Design Template

METROIDVANIA DESIGN

World size: _____ screens/rooms
Key abilities: _______________
Gate types: [ ] Ability [ ] Item [ ] Skill
Map reveal: [ ] Auto [ ] Manual [ ] Exploration-based
Shortcut system: _______________

Puzzle

Core Pillars

  • Problem-solving
  • "Aha" moments
  • Clear rules, emergent complexity

Essential Elements

Element Purpose
Teachable rules Player understands system
Fair solutions No guessing required
Escalating complexity Difficulty progression
Hints (optional) Accessibility
Undo/reset Experimentation

Design Template

PUZZLE DESIGN

Core mechanic: _______________
Complexity source: [ ] More elements [ ] Tighter constraints [ ] Combinations
Puzzle count: _____
Hint system: [ ] None [ ] Optional [ ] Progressive
Success feedback: _______________

Adventure / Narrative

Core Pillars

  • Story-driven
  • Exploration and discovery
  • Character interaction

Essential Elements

Element Purpose
Compelling narrative Drives player forward
Interesting characters Emotional investment
Meaningful choices Player agency
Environmental storytelling World feels alive
Clear objectives Direction when needed

Design Template

ADVENTURE DESIGN

Story structure: [ ] Linear [ ] Branching [ ] Open
Player character: [ ] Defined [ ] Blank slate [ ] Customizable
Dialogue system: [ ] Simple [ ] Branching [ ] Full RPG
Choice impact: [ ] Flavor [ ] Story [ ] Endings
Core mystery/goal: _______________

Genre Blending

Popular Combinations

Blend Examples Key Tension
Roguelike + Platformer Dead Cells style Tight controls + Randomness
RPG + Puzzle Puzzle RPGs Stats + Pure logic
Action + Narrative Action-adventure Pacing gameplay vs story
Platformer + Metroidvania Most metroidvanias Linear flow vs backtracking

Blending Checklist

  • Primary genre is clear
  • Secondary adds value, not confusion
  • Core loops don't conflict
  • Player expectations are set early

Additional Resources

Reference Files

  • references/rpg-patterns.md — Detailed RPG design
  • references/platformer-patterns.md — Platformer design deep dive
  • references/roguelike-patterns.md — Roguelike essentials
  • references/metroidvania-patterns.md — Metroidvania design

Related Skills

  • replayability-engineering — For roguelike/lite design
  • core-loop-design — Genre-specific loops
  • narrative-design — Story-focused genres