Skill: stanestane/game-design-five-options (version 1.0.0)

--- name: game-design-five-options description: Generate and compare at least five game design solution options for a feature, system, UX issue, live-ops problem, or design challenge. Use when several ideas already exist, when a team needs broader comparison before choosing, or when one favorite answer is dominating too early and better alternatives may be getting ignored. --- # Game Design Five Options Force the design space open before it closes too early. Use this skill when a team already has ideas and needs a structured way to compare them. The aim is to avoid premature convergence by putting several options side by side, then assessing their differences in value, cost, and risk. Read `references/family-conventions.md` when you need the shared conventions for this GROW-derived skill family. ## What to produce Generate: 1. **Problem statement** - what needs solving 2. **Five options** - distinct solution directions 3. **Pros and cons** - the upside and downside of each 4. **Rough comparison** - impact, cost, and fit 5. **Recommendation** - the best option or best test candidate ## Process ### 1. Define the problem State clearly what outcome the options are trying to achieve. ### 2. Generate five distinct options Push for real differences, not five tiny variations of the same idea. ### 3. Evaluate each option For each one, describe: - summary - strengths - weaknesses - expected player impact - implementation difficulty - strategic fit Optional: include SWOT-style notes if useful. ### 4. Prioritize Recommend: - the best immediate choice - the fastest testable version - any options that should be discarded or held for later ## Response structure ### Problem - ... ### Five Options 1. ... 2. ... 3. ... 4. ... 5. ... ### Comparison - ... ### Recommendation - ... ## Fast mode - What are five credible ways to solve this? - Which one is strongest now? - Which one is cheapest to test? ## Working principle There is almost always more than one viable answer. Make the alternatives visible.

path: references/family-conventions.md
content: # GROW-Derived Family Conventions

Use this family of skills as workflow tools for game design thinking and decision-making.

## Shared stance
- Prefer practical design movement over abstract theory.
- Keep outputs decision-oriented.
- Avoid pretending rough judgments are precise truths.
- When possible, distinguish player value, business value, implementation cost, risk, and strategic fit.
- Prefer several credible paths before commitment.
- Treat these skills as complements, not strict silos.

## How this skill family fits together
- **game-design-goal-framing**: clarify what the feature is for
- **game-design-option-generation**: expand the solution space
- **game-design-five-options**: force explicit comparison across several candidate paths
- **game-design-roadblock-reframing**: get unstuck when one blocker dominates thinking
- **game-design-ideal-outcome-backcasting**: work backward from the best believable future
- **game-design-transformative-reuse**: adapt or recombine what already exists
- **game-design-feature-prioritization**: choose what to do now, later, or not at all

## Recommendation
Start with the narrowest skill that matches the user's real need. If several apply, use them in sequence rather than collapsing everything into one bloated answer.

Security scan verdicts — ClawScan: clean | static analysis: clean | VirusTotal: clean | SkillSpector: clean (LOW)