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.