gdd

Provides ShatterLess game design document references for lore, inventory, and tech stack decisions.

Updated Aug 22, 2026
One-click install
npx skills add https://github.com/DecioLuvier/Shatterless --skill gdd-decioluvier
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gdd
Source: https://github.com/DecioLuvier/Shatterless/tree/main/.claude/skills/gdd
Command: npx skills add https://github.com/DecioLuvier/Shatterless --skill gdd-decioluvier

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? When implementing features for the ShatterLess game, developers need authoritative design intent—lore, progression structure, inventory rules, entity behavior, and the intended tech stack—without guessing or contradicting the original design notes. ## Core Features & Use Cases - Gameplay Design Reference: Covers lore, protagonists, numbered-room/checkpoint progression, the 4-slot inventory system with a full item catalogue, and entity behavior philosophy. - Technology & Pillars Reference: Documents design pillars (3D co-op arcade roguelike, high difficulty, free-asset strategy) and the stack (Godot C#, netfox deterministic rollback, Rapier physics, Wave Function Collapse). - Use Case: Before implementing a new inventory item or enemy, consult the references to confirm slot costs, role archetypes (shooter, collector, support), and determinism constraints for multiplayer. ## Quick Start Read the ShatterLess GDD reference for inventory rules before designing a new item for the 4-slot system.

Frequently Asked Questions about gdd

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

FAQPage Schema
How do I check design intent before implementing a ShatterLess feature?▼

Read the reference file matching your task before designing or implementing. Use the gameplay reference for lore, rooms, inventory, and entities; use the technology reference for pillars, asset strategy, and stack decisions.

What is the ShatterLess inventory system design?▼

ShatterLess uses a limited 4-slot inventory where each item consumes one or two slots. Items are organized by team role—shooter, collector, support, and general—to encourage co-op role splitting and coordination.

What tech stack does the ShatterLess GDD specify?▼

The stack is Godot with C#, netfox for P2P deterministic lockstep networking with rollback, Rapier for deterministic physics, Blender for level design, and Wave Function Collapse for procedural generation.

Does ShatterLess gameplay code need to be deterministic?▼

Yes, because networking uses deterministic lockstep with rollback via netfox. Gameplay code must use a fixed tick, avoid wall-clock time, and avoid unseeded RNG in the simulation.

What are the design pillars of ShatterLess?▼

The pillars are 3D perspective, co-op multiplayer, arcade-style casual fun, procedural roguelike structure, high difficulty, and a free-asset strategy using Mixamo animations and PSX/CRT shaders.