gat-brainstorm — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited gat-brainstorm (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
This skill explores a game concept through open-ended designer interview. Spawn gat-designer for design reasoning and gat-artist for visual direction. Pick questions from the angle table below — follow the conversation, not a script.
discuss → Mode: discuss (no files written, exploration only)design (produces foundational design docs and global art direction)Check whether design/gdd/game.md, design/gdd/systems-index.md, or design/art/art-direction.md already exist. If so, note them — the interview may refine or replace existing decisions instead of starting from scratch.
AskUserQuestion (multiple-choice) for when you are presenting concrete solution options and need the user to pick one. Most of the interview should be dialogue, not forms.
whatever dimension is most useful next — chase what's interesting or ambiguous.
instead of asking.**
loop, proposing systems, evaluating a trade-off, or checking consistency.
palette, readability, asset groups, production standards, or conflicts between style and gameplay clarity.
When the user has a fuzzy idea — about the whole game or a single system — your job is to make it concrete through relentless, curious questioning. This is the core of the interview.
How to drill:
specifically makes it impactful — is it animation, sound, damage numbers, controller rumble, enemy reaction, time-to-kill? Keep asking until the abstraction bottoms out in concrete mechanics.
do? What system owns the adjacent responsibility? A system without edges is still fuzzy.
lost"), ask what the game does to create that feeling. What does the player see, hear, and do? What information is withheld? What mechanics produce the emotion?
exactly they want to keep and what they want to change. The reference is a shortcut — unpack it.
the system? What happens when they optimize it to the extreme? The answers reveal whether the system is understood or still hazy.
what choices the player makes inside the system, the system isn't clear yet.
Resolve dependencies before details.
Signals that something is still vague and needs more drilling:
"smooth", "deep", "cool")
If a concept hint was provided, first spawn gat-designer to extract what the hint already answers. Briefly summarize what's established so the user can confirm or correct before diving in. Skip if no hint.
Pick questions from any angle below. There is no fixed order — follow the thread that matters most at each moment. The table is a palette, not a checklist.
| # | Angle | Purpose | Example prompts |
|---|---|---|---|
| 1 | Genre & Style | Establish the game's design identity and reference points | What genre(s) does this live in? What games should it feel like mechanically? Real-time or turn-based? 2D or 3D? Single-player, co-op, or competitive? |
| 2 | Visual Direction | Establish the global art identity that will become art-direction.md | What should the game look like at a glance? Which art references fit or should be avoided? What palette, shape language, camera, readability, and production constraints matter? |
| 3 | Core Player Verb | Pin down the primary action the player repeats | What does the player actually DO moment-to-moment — shoot, build, explore, talk, craft, steer, command? What makes that action satisfying? |
| 4 | Target Feeling | Define the emotional experience | What should the player feel during play — tension, mastery, wonder, power, relaxation, social connection, fear, curiosity? When do they feel it most? |
| 5 | Fantasy & Role | Clarify who the player is in the world | What fantasy does the game fulfill? Who is the player — hero, commander, survivor, creator, investigator, merchant? |
| 6 | Scope & Constraints | Set boundaries early | Rough scope (jam, indie, commercial)? Platform? Timeline? Team size? Content rating? Hard constraints? Any visual production constraints like pixel art, low-poly, UI-heavy, asset reuse, or resolution limits? |
| 7 | Core Loop | Map the repeatable cycle that drives engagement | What's the 30-second loop? The 5-minute loop? The session loop? What pulls the player back in? |
| 8 | Systems & Mechanics | Explore what systems the game needs | What systems does the core loop imply? Which are essential vs. nice-to-have? What does each system depend on? |
| 9 | Progression & Goals | Define how the player grows and what they strive for | Short-term goals? Long-term goals? Skill tree or gear-based? Linear or branching? How does difficulty ramp? |
| 10 | Economy & Resources | Map currencies, sinks, and sources | What resources does the player manage? How are they earned and spent? Is there inflation risk? |
| 11 | Risk & Reward | Balance tension against payoff | What does the player risk losing? What do they gain for taking risks? Is failure interesting or just punishing? |
| 12 | Player Agency | How much control and choice the player has | Where do players make meaningful choices? Are choices tactical (moment-to-moment) or strategic (long-term)? Emergent or scripted? |
| 13 | Feedback & Juice | How the game communicates back to the player | How does the player know they did something right? What visual/audio hooks sell the actions? Screen shake, particles, sound? Which of those hooks should drive the global art direction? |
| 14 | Onboarding & Clarity | How the player learns the game | Tutorial or discovery? How do you teach without lecturing? What's the first thing a new player does? What must be readable instantly in the UI or scene? |
| 15 | Narrative & World | Story, setting, and tone | Is there a story? Player-driven or authored? What's the tone? How does the world reinforce the mechanics and visual identity? |
| 16 | Multiplayer & Social | Other humans in the experience | Cooperative, competitive, or solo with social features? Synchronous or asynchronous? How do players interact? |
| 17 | Replayability & Depth | What keeps players coming back | Procedural generation, build variety, difficulty modes, secrets? What's different on run #2 vs. run #50? |
| 18 | Accessibility | Who can play and how | Difficulty options? Color independence? Remappable controls? Reaction-time accommodations? What visual signals must not rely on color alone? |
| 19 | Monetization | Business model (if applicable) | Premium, F2P, subscription? If F2P, what's sold and does it affect gameplay? Any dark patterns to avoid? |
| 20 | Platform & Controls | Input method and platform constraints | Mouse/keyboard, controller, touch? How many buttons does the design assume? Platform-specific constraints? |
| 21 | Content Volume | How much stuff the game needs | How many levels, enemies, items, abilities? Is content hand-crafted, procedural, or both? What's the MVP slice? Which asset groups must be planned globally? |
Systems. If they describe a feeling, start at Target Feeling. If they mention a reference game, start at Genre & Style.
stay on that thread. Ask the follow-up that forces them to be specific. See "Drilling into Vague Ideas" above — this is where most of the value comes from.
post-apocalyptic" might open a rich thread about Narrative & World, Economy (scarcity), or Fantasy & Role. Follow it.
dialogue — the user types their thoughts. Use AskUserQuestion only when you have 2-3 concrete design proposals and need the user to choose among them (e.g. picking a core loop direction, choosing between two system architectures).
into a concrete proposal (core loop draft, system list, trade-off analysis). Present what the agent returns, then ask about it.
conflicting. Ask for a concise art-direction proposal: references, palette, shape language, readability priorities, asset groups, and production limits. Present the proposal, then ask the user what to keep or change.
point it out and resolve the tension. Don't pretend consistency exists when it doesn't.
designBefore writing, summarize what's been decided across gameplay, systems, scope, and visual direction. Ask:
"Ready to write the design docs?" Options:Yes, write them/Let me keep discussing
If yes, read templates:
.claude/docs/templates/design/game-overview.md.claude/docs/templates/design/systems-index.md.claude/docs/templates/design/global-art.mdStep 1 — Spawn gat-designer to write both foundational design files in one pass:
design/gdd/game.mddesign/gdd/systems-index.mdPass all interview answers, the confirmed system list with dependencies, and the game overview and systems index templates.
Step 2 — Spawn gat-artist to write the global art direction:
design/art/art-direction.mdPass all interview answers, game.md, systems-index.md, the confirmed visual identity decisions, and the global-art template. The artist should establish the shared visual identity, references, palette, readability rules, asset groups, production standards, and constraints for later system art docs.
discussSummarize what was decided and what remains open. No files written.
Suggest:
/gat-brainstorm (without discuss) to turn this discussion into foundational design docs and global art direction/gat-design to continue the pipeline (only after foundational design docs exist)Summarize what was created or discussed.
If design docs were written, suggest next steps:
/gat-story if the game needs story, lore, worldbuilding, characters, quests, dialogue, or authored narrative content/gat-design to continue the pipeline (system GDDs, content data, and system art docs)/gat-milestone to break the game into milestones (only after all design docs are complete)~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.