Software / Game
@The-Virtual-Panda/game
A video game, designed a mechanic and a level at a time; The Game (pillars, player, platform, scope, market), mechanics grouped by system, levels grouped by act, characters and enemies, items grouped by system, a one-pager, a cut list, a playtest log, an art bible, and a playtester role that sees only what is in the build.
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A raiz inteira
npx eidosmd install @The-Virtual-Panda/gameUma coleção, ou uma variant em uma coleção que você já tem
npx eidosmd install @The-Virtual-Panda/game --collection The Gamenpx eidosmd install @The-Virtual-Panda/game --variant The Game.player- Fonte
- The-Virtual-Panda/Eidos-Examples no GitHub
- Tag
game/v0.1.0- Caminho
game- Versão do Eidos
- 5.5.0
- Convenção de nomes
- Title Case
- Palavras-chave
- gddgame-designindiegodotunity
- Publicado
- 7 de outubro de 2026
O que contém
Coleções
The Gameframe
The game itself, five pages: its pillars and core loop, who plays it, where it runs, how much game the team can finish, and where it sits in the market. Every mechanic, level, character, and item gets checked against these.
Variants
pillarspadrãothe game in a breath, its pillars, the core loop, and what it is not
Template: templates/frame.pillars.md
# {{title}}
_What this game is, and the few rules every decision in it answers to. This page and Scope decide what belongs: a mechanic, a level, or an item that serves no pillar is one to question, however fun it was in the prototype._
## The Game in a Breath
_A few sentences: what the player does, where, and why it is fun. If it needs a list, it is not the game yet._
## The Pillars
_Three or four short rules the whole game keeps, each with a sentence on what it rules out. A pillar that rules nothing out is a wish, not a pillar. Every page names the pillars it serves in `pillar`, by the names written here._
### Pillar
_The pillar, in a few words, and what it means in play._
### Pillar
_The next one, and what it rules out._
## The Core Loop
_What the player does over and over, in order: the thirty seconds, the session, the whole game. The loop every mechanic plugs into; draw it on a canvas if that helps._
## Not This Game
_The game next door you are deliberately not making: the genre you are avoiding, the feature every player will ask for that you will not add. The don't-do list, kept short and kept._
playerwho plays it, what they have played, what they expect, and what they will not forgive
Template: templates/frame.player.md
# {{title}}
_Who plays this game, and what they will and will not put up with. The feel of every mechanic and the difficulty of every level get read against this page._
## Who Plays
_A paragraph: who they are, how they play (a couch and a controller, a phone on the train, an evening at a desk), and for how long at a time. Not a demographic; the person you picture holding the controller._
## What They Have Played
_The games they already love, and what each one taught them to expect. The comparable games from the player's side of the screen, not the market's._
## What They Expect
_What they assume the game will do without being told: a map, a save before a boss, remappable keys. Leaving one out is a decision; write it on the page that leaves it out._
## What They Will Not Forgive
_What makes them quit and leave a review: losing twenty minutes to one death, a jump that only works on the third frame, text too small to read. The list a playtest is checked against._
platformwhere it runs, the controls and accessibility, the budget the build holds, and what stores require
Template: templates/frame.platform.md
# {{title}}
_Where the game runs, and what that costs it. Every mechanic, level, and piece of art is built inside these limits; something that breaks one is either a port problem or a design problem, and this page says which._
## Where It Runs
_The platforms at launch and later, the one you design on first, and the engine and version you build in._
## Controls and Accessibility
_The input you design for first (controller, mouse and keyboard, touch), what can be remapped, and the options every player gets: subtitles, text size, color, difficulty, the things a store or a console requires._
## The Budget
_The numbers the build has to hold: frame rate, resolution, memory, load times, save size, the smallest text on the smallest screen. The limits a programmer checks a mechanic against._
## Store and Certification
_What each store or console needs before it will ship the game: ratings, achievements, save rules, the store page assets. Kept here so none of it is a surprise in the last month._
scopethe team and the time, the size of the game, the milestones, and the cut line
Template: templates/frame.scope.md
# {{title}}
_How much game this team can finish, and by when. This page and the Pillars decide what gets built; the Cut List holds what did not make it._
## Team and Time
_Who is making it, how much of their week it gets, and how long you have. The honest version, not the pitch-deck one._
## Size of the Game
_How long it plays and how much is in it: hours, acts, levels, mechanics, characters, items. The ceiling every new idea is weighed against._
## Milestones
_The prototype, the vertical slice, content complete, launch: what each one proves, and roughly when. Not a schedule; the shape of one._
## The Cut Line
_What goes first when time runs short, in order, and what is never cut. Decide it now, while it is calm; a cut made in the last month should already be on this list._
marketthe games next to it, the hook, the price, and how players find it
Template: templates/frame.market.md
# {{title}}
_Where the game sits beside the games already out there, and how players will find it. The page a publisher pitch, a price, and a store page get read against._
## The Shelf It Sits On
_The genre, and the games next to it on a store page: what each one does that this one does not, and the reverse. Name the difference, not just the game._
## The Hook
_The one thing a player sees in a trailer or a screenshot and wants. If it does not fit in a sentence and a GIF, it is not the hook yet._
## Price and Money
_Premium, free to play, a demo, early access: which, at what price, and which never. The publisher or the funding, the stores' cut, and what the game has to sell to pay for itself._
## How Players Find It
_The store page, wishlists, festivals, the trailer, streamers, the demo, the community. The bet you are making about how a stranger first hears of the game._
Mechanicsmechanic
One page per mechanic, grouped by system: why it is in the game, the pillar it serves, how it plays, its rules and numbers, and what it is not.
Agrupada por Systems
Variants
one-pagerpadrãoa mechanic on one page: why it is in the game, how it plays, the rules and numbers so far, what it is not; grow into full
Template: templates/mechanic.one-pager.md
# {{title}}
## Why It Is in the Game
_What it gives the player, and the pillar it serves, in a short paragraph. Grow it into the full page once it has more rules and numbers than fit here._
## Still to Decide
_What you do not know yet: the question the next prototype answers._
## How It Plays
_A few sentences from the player's side of the screen: what they press, what happens, how it feels._
## Rules and Numbers
_The few rules and values already settled, numbered._
1. <!-- the first rule -->
## Not This Mechanic
_What it does not do, and which mechanic does. Write this first, not last._
fullthe full page for a mechanic with more rules and numbers than a page holds
Template: templates/mechanic.full.md
# {{title}}
## Why It Is in the Game
_What this mechanic gives the player that nothing else in the game does. A short paragraph. If this changes a lot, it is probably a different mechanic._
### Pillar It Serves
_Which pillar on the Pillars page this serves, and how; named in `pillar` at the top too. A mechanic that serves no pillar is the first one to question when the scope gets tight._
## Still to Decide
_What you do not know yet: the feel you have not found, the number you have not tuned, the edge case nobody has played. Kept near the top so a prototype settles it, not a meeting._
## How It Plays
_The moment to moment, from the player's side of the screen: what they press, what they see and hear, how it feels. Written so a programmer could build the first prototype from it and an artist could start on the effects._
## Rules and Numbers
_The rules, as short numbered statements a build can be checked against, then the values that tune it (a small table is fine). Keep the numbers the build actually uses; the balance sheet lives in Files and is linked here. If it is not written here, the mechanic is not promising it._
1. <!-- the first rule -->
## How the Player Learns It
_Where it is introduced, how the game teaches it without a wall of text, and where it is tested. Link the levels._
## Not This Mechanic
_What this mechanic deliberately does not do, and which mechanic does instead: the dash crosses gaps, it does not dodge attacks. This is the list that keeps a game's systems from overlapping; a mechanic without it slowly does everything._
## Ties
_The mechanics it needs and the ones that build on it, the items that change it, the levels that teach and test it. Link the pages rather than naming them._
## Notes and Decisions
_Notes: the prototype build, the reference games, what the playtests said. Decisions: one line each, dated, never deleted, so a change to the feel is a decision and not an accident._
<!-- 2026-05-12: The dash no longer passes through enemies; in playtest 3 it skipped every fight. (Designer) -->
Levelslevel
One page per level, grouped by act: what it is for in the game, what it teaches, the flow, and what the player leaves with.
Agrupada por Acts
Variants
one-pagerpadrãoa level on one page: why it is in the game, what it teaches, the flow, what it is not; grow into full
Template: templates/level.one-pager.md
# {{title}}
## Why It Is in the Game
_What this level is for in its act, in a short paragraph. Grow it into the full page once it is being blocked out._
## Still to Decide
_What you do not know yet._
## What It Teaches
_The mechanics it introduces or tests, each a link._
## How It Plays
_The few beats already settled, from the way in to the way out, numbered._
1. <!-- the way in -->
## Not This Level
_What this level does not do, and which level does. Write this first, not last._
fullthe full page for a level: the flow, the layout, what the player leaves with, and its ties
Template: templates/level.full.md
# {{title}}
## Why It Is in the Game
_What this level is for in the shape of the whole game: the beat it plays in its act, and the feeling it leaves. A short paragraph. If this changes a lot, it is probably a different level._
### Taking for Granted
_What you assume the player arrives with: the abilities, the items, what they know, what the last level left them with. Written down so a level is not built for a player who does not exist yet._
## Still to Decide
_What you do not know yet. Kept near the top so the blockout settles it._
## What It Teaches
_The mechanics this level introduces, then tests, then twists, each a link. A level that teaches nothing new is one to question, or a breather on purpose; say which._
## How It Plays
_The flow, as beats from the way in to the way out, numbered so anyone can point at one: the first sight, the first challenge, the set piece, the reward. Beats are the plan; the blockout is where they get tested._
1. <!-- the way in, and the first thing the player sees -->
## The Layout
_The critical path, the branches, the secrets, the save points, the way back. Link the map and the blockout in Files; this says what the space has to do, not what it looks like._
## What the Player Leaves With
_The ability, the item, the door that now opens, the story beat. If it is not written here, the level is not promising it._
## Not This Level
_What this level deliberately does not do, and which level does. A level without this grows into its neighbors._
## Ties
_The mechanics it teaches, the characters and enemies in it, the items found here, the levels on either side. Link the pages rather than naming them._
## Notes and Decisions
_Notes: the blockout build, the reference, the playtest that changed it. Decisions: one line each, dated, never deleted._
<!-- 2026-06-03: Moved the first save point before the bridge; testers quit at the second death. (Designer) -->
Characterscharacter
One page per character the player meets, plays, or fights: why they exist, how they read on screen, and what they do.
Variants
one-pagerpadrãoa character on one page: why they exist, who they are, how they read on screen, what they are not; grow into full
Template: templates/character.one-pager.md
# {{title}}
## Why They Exist
_What this character does for the game, in a short paragraph. Grow it into the full page once they have a part to play._
## Still to Decide
_What you do not know yet._
## Who They Are
_The few facts already settled, numbered._
1. <!-- the first thing that is true of them -->
## On Screen
_How they read at a glance: the silhouette, the colors, how they move._
## Not This Character
_What this character is not, and who holds that instead. Write this first, not last._
fullthe full page for a character with a part in the game
Template: templates/character.full.md
# {{title}}
## Why They Exist
_What this character does for the game that nobody else does: for the player, the story, or the world. A short paragraph. If this changes a lot, it is probably a different character._
### Taking for Granted
_What you are assuming and have not written down anywhere else: where they are met, what the player knows about them by then, which level or system they belong to._
## Still to Decide
_What you do not know yet. Kept near the top so nothing gets buried._
## Who They Are
_The facts, as short numbered statements: what they want, what they know, what they will never do. If it is not written here, it is not true in the game yet._
1. <!-- the first thing that is true of them -->
## On Screen
_How they read at a glance: the silhouette, the colors, how they move, how they sound. What an artist needs before the first sketch; the reference sheet lives in Files._
## What They Do
_What the player does with them or against them: the dialogue, the quest, the shop, the fight, the ability they hand over. How they play, not only who they are._
## Not This Character
_What this character deliberately is not, and who holds that instead. A character without it drifts into whoever the scene needs._
## Ties
_The levels they appear in, the mechanics and items they hand over, the characters they are tied to. Link the pages rather than naming them._
## Notes and Decisions
_Notes: the reference art, the voice, where the dialogue lives. Decisions: one line each, dated, never deleted._
<!-- 2026-06-03: She no longer follows the player into act two; the escort beat fought the core loop. (Designer) -->
enemyan enemy or a boss: what it tests, how it plays, its tells and numbers
Template: templates/character.enemy.md
# {{title}}
## Why It Exists
_What this enemy tests the player on that no other enemy does, and where in the game. A short paragraph. An enemy that tests nothing new is a reskin; say so if that is the point._
## Still to Decide
_What you do not know yet: the tell that does not read, the number that is not tuned._
## How It Plays
_What it does, from the player's side: how it moves, how it attacks, the tell before each attack, how the player beats it. A boss gets its phases here, numbered._
1. <!-- the first thing it does when it sees the player -->
## Rules and Numbers
_Health, damage, speed, the timing of each tell, what it drops. Numbered or a short table; the balance sheet lives in Files._
## On Screen
_How it reads at a glance: the silhouette, the color that says danger, the sound of the tell. The tell has to read at the smallest size the Platform page allows._
## Not This Enemy
_What it deliberately does not do, and which enemy does. This is the list that keeps a roster from blurring into one enemy with different hats._
## Notes and Decisions
_Notes: the reference, the animation sheet, what testers did to it. Decisions: one line each, dated, never deleted._
<!-- 2026-06-03: Slowed the lunge tell from 8 frames to 14; nobody saw it on a handheld. (Designer) -->
Itemsitem
One page per item, upgrade, or collectible, grouped by the same systems as the mechanics: how the player gets it and what it does.
Agrupada por Systems
Variants
one-pagerpadrãoan item on one page: why it is in the game, how the player gets it, its rules and numbers, what it is not
Template: templates/item.one-pager.md
# {{title}}
## Why It Is in the Game
_What this item gives the player, and which pillar that serves, in a short paragraph. An item that changes no choice the player makes is one to question._
## Still to Decide
_What you do not know yet._
## How the Player Gets It
_Where it is found, what it costs, what drops it, and when in the game. Link the level or the character._
## Rules and Numbers
_What it does, as short numbered rules and values: the effect, how long, how many, how it stacks, how it upgrades._
1. <!-- the first rule -->
## On Screen
_The icon, the pickup, the effect when it is used: how it reads at a glance._
## Not This Item
_What it deliberately does not do, and which item or mechanic does. Write this first, not last._
## Notes and Decisions
_Notes: the balance sheet, the reference. Decisions: one line each, dated, never deleted._
<!-- 2026-06-03: The lamp oil refill no longer stacks; players hoarded nine and never felt the dark. (Designer) -->
Outras pastas
- Files Concept art, blockouts, maps, balance sheets, prototypes, and the pitch deck the pages link to.
Papéis
Artistroles/artist.md
# Artist
## Who they are
Makes how the game looks and sounds: characters, environments, effects, animation, the interface, the audio. Reads a page for what a thing has to tell the player before anyone draws it. Owns the look inside the Art Bible; does not own what the thing does.
## How to respond
- **Vocabulary & depth:** craft words are welcome: silhouette, readability, value, palette, frames of animation, the tell. Be precise about what has to read, at what size, on which screen.
- **Decisions:** the look is theirs, within the Art Bible; what a thing does, and what the player has to read from it, is the designer's. A design that cannot read at the size the Platform page allows goes back to the designer with the options.
- **Surface / hide:** lead with On Screen, How It Plays, the tells on an enemy's page, the Art Bible, and the smallest-screen limits in the Budget on the Platform page. Keep the tuning, the Scope, and the Market out of the way.
- **Focus:** whether each thing reads at a glance, and whether it looks like it belongs in this game.
## Calibration
**Technical capacity** in the craft is high by default; in the engine, as calibrated. **Experience with the scope** sets how much of the game to recap first.
Designerroles/designer.md
# Designer
## Who they are
The designer, or the director: whoever holds the vision of the game. They decide what the game is, which pillars it keeps, what gets built, and what gets cut. Everyone else in this folder is here to help them think clearly.
## How to respond
- **Vocabulary & depth:** the game's own words first (its pillars, its systems, the names of its mechanics), then the craft words they use: core loop, feel, tuning, readability, the critical path. Plenty of designers prototype their own mechanics; if they want the numbers and the code, give them the numbers and the code.
- **Decisions:** all theirs. Lay out the options and what each one does to the pillars, the scope, and the mechanics tied to it; never settle something in Still to Decide, change a number in Rules and Numbers, or cut a page for them. Push hardest on Not This Game on the Pillars page and on the Not This section of every page.
- **Surface / hide:** lead with which pillar a page serves, what a change does to the core loop and to its Ties, and whether it still fits the Scope; keep the implementation and the tuning tables behind a link.
- **Focus:** the Pillars, the Scope, what has been cut on purpose, and whether each mechanic, level, character, and item still says what they meant.
## Calibration
**Experience with the scope** sets how much of the game to recap before answering. **Technical capacity** here means how comfortable they are with the engine, the code, and the tooling; meet them where they are.
Playtesterroles/playtester.md
# Playtester
## Who they are
Someone who plays the build. Not making the game; a test of it. Reads a mechanic's How It Plays or a level's flow to react: would they get it without being told, would they keep going, where would they get lost.
## How to respond
- **Vocabulary & depth:** plain language about what the game asks of them and how it felt. Nothing about how it is being made.
- **Decisions:** none. Ask what they did, what they expected, and where they stopped having fun; do not invite them to redesign the game. What they report is the designer's to write in the Playtest Log.
- **Surface / hide:** lead with How It Plays on the pages that are in the build they played, The Game in a Breath on the Pillars page, and Controls and Accessibility on the Platform page, in the game's own voice. Keep Still to Decide, Rules and Numbers, every Not This section, the Decisions, the Scope, the Market, and anything marked `Cut` or not yet `In Build` out of it.
- **Focus:** what they understood without being told, where they got stuck, and what they wanted to do that the game would not let them.
## Calibration
**Technical capacity** does not apply. **Experience with the scope** is a player's own: assume they have played the games on the Player page and nothing of this one beyond the build in front of them.
Producerroles/producer.md
# Producer
## Who they are
Holds the plan. Reads every page for where it stands, what it is waiting on, and whether the game will reach its next milestone. Owns the schedule as a document, never the decisions inside it.
## How to respond
- **Vocabulary & depth:** status, milestones, scope, and dates, in plain words. Skip the feel and the reasons unless they change the plan.
- **Decisions:** none of the game's are theirs. They spot a mechanic that will miss the vertical slice, a level waiting on a mechanic still at Idea, a game that has outgrown its team, and bring each one to the designer. A cut is the designer's call; the producer brings The Cut Line.
- **Surface / hide:** lead with `status`, `needs`, Milestones and The Cut Line on the Scope page, the Cut List, anything in Still to Decide that blocks the build, and Store and Certification on the Platform page. Keep the feel and the tuning out of the way.
- **Focus:** the game as a whole: what is Designed, Prototyped, In Build, Shipped, and Cut, and whether what is left fits the time.
This folder holds what the game is, not the to-do list: no tasks, no assignees, on purpose. Read progress from `status` and the dated Decisions; keep the board in whatever tool the team uses and link it.
## Calibration
Usually plenty of **experience with the scope** and moderate **technical capacity**. Work from the properties; The Game pages are context.
Programmerroles/programmer.md
# Programmer
## Who they are
Builds the game. Reads a mechanic's page to answer "what exactly am I making": the rules, the numbers, the edge cases, and what it must not do. Owns how it is built; does not own what it is. Whether they write every line by hand or work alongside a coding agent, the page is what the build is checked against.
## How to respond
- **Vocabulary & depth:** technical depth is welcome: the engine, state, physics, frame timing, input buffering, data, performance. Be precise about what a rule needs in the build.
- **Decisions:** how it is built is theirs; what it does is the designer's. A rule that cannot be built as written, a number that breaks the Budget on the Platform page, an edge case nobody wrote down: each goes to the designer with the options, never quietly settled in code. A value tuned in the build goes back to Rules and Numbers as a proposal.
- **Surface / hide:** lead with Rules and Numbers, How It Plays, Still to Decide, `needs`, the Budget on the Platform page, and the Ties a change would break. Keep the Market and the pitch out of the way.
- **Focus:** whether the build matches the page, and whether anything on the page is too vague to build.
## Calibration
**Technical capacity** is high by default; **experience with the scope** sets how much of the game's systems to recap first.
Documentos de nível superior
- Start Here
Start Here.mdwhere to start: what this is, and where things are - The One-Pager
The One-Pager.mdthe whole game on one page: for a publisher, a festival, or a new teammate - Cut List
Cut List.mdeverything cut from the game, and why - Playtest Log
Playtest Log.mdevery playtest, dated: the build, who played, what you saw, what changed - Art Bible
Art Bible.mdhow the game looks and sounds: palette, silhouettes, interface, audio
Propriedades personalizadas
status | Text | todas as coleções | Where this stands in the game: Idea, Designed (written up), Prototyped (played in a prototype), In Build (in the game), Shipped (in a released build), or Cut (out, with its reason kept in cut_reason). (Idea | Designed | Prototyped | In Build | Shipped | Cut) |
|---|---|---|---|
date_created | Date | todas as coleções | YYYY-MM-DD. Set once. |
date_modified | Date | todas as coleções | YYYY-MM-DD. The last change. |
tags | List | todas as coleções | Free tags. |
systemobrigatória | Text | Mechanics, Items | Which system this belongs to (movement, combat, economy). Matches its sub-folder. |
actobrigatória | Text | Levels | Which act, world, or chapter the level sits in. Matches its sub-folder. |
pillar | List | Mechanics, Levels, Characters, Items | The pillars this serves, named as the Pillars page names them. A page that serves none is the first to question when scope gets tight. |
needs | List | Mechanics, Levels, Characters, Items | Pages that have to be in the build before this one works, as links: the mechanic a level teaches, the ability an item upgrades. |
cut_reason | Text | Mechanics, Levels, Characters, Items | Why it was cut, in one line, once status is Cut. The page stays, so the reason does. |
Start Here
O primeiro documento de nível superior, como o autor o escreveu nesta tag, marcadores de posição incluídos. Os links abrem a fonte.
{{Product}}
Start here. This folder is the one place that says what the game is, mechanic by mechanic and level by level: why each piece is in the game, how it plays, its rules and numbers, and what it is not. It stays true whether or not a line of it has been built.
{{One line: what the game is, and who plays it.}}
Where things are
- The Game: five pages: the pillars and the core loop, who plays, where it runs, how much game the team can finish, and where it sits in the market. Everything else gets checked against them.
- Mechanics: one page per mechanic, grouped by system: why it is in the game, how it plays, its rules and numbers.
- Levels: one page per level, grouped by act: what it teaches, the flow, what the player leaves with.
- Characters: one page per character the player meets, plays, or fights, enemies and bosses included.
- Items: one page per item, upgrade, or collectible, grouped by the same systems as the mechanics.
- Files: concept art, blockouts, maps, balance sheets, prototypes, and the pitch deck the pages link to.
The one-page docs
- The One-Pager: the whole game on one page, for a publisher, a festival, or a new teammate.
- Cut List: everything cut from the game, and why.
- Playtest Log: every playtest, dated: the build, who played, what you saw, what changed.
- Art Bible: how the game looks and sounds.
How to use it
A page here says what one piece of the game is: why it is in the game, which pillar it serves, how it plays, its rules and numbers, and what it is not. It is not a task list and not a script: the build is where the game gets made, and this is what the build is checked against, by the team and by a coding agent if you work with one. Every page starts as a one-pager; grow it into the full page when it earns it. Write the page before the prototype and keep it true after: a number you tuned is a dated decision, and a mechanic you cut stays here, marked Cut with its cut_reason, so nobody builds it again by accident.
Built on Eidos. The page types, the properties each page carries, and the roles live in .eidos/; eidos check keeps it honest.