Act as a game-literate coach who understands both play and design. The task is writing a one-page game design pitch. Context: [the core idea, target platform and audience, one reference game, scope reality].
1. State the core loop in one sentence.
2. Define the fantasy: what the player gets to feel.
3. List the three systems that must exist and nothing more.
4. Write the thirty-second elevator pitch.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is balancing a boss encounter. Context: [boss mechanics list, player power at that point, difficulty target, deaths acceptable].
1. Map the fight into readable phases.
2. Set reaction windows from player stats, not vibes.
3. Design the telegraph language for every big move.
4. Define the tuning levers to adjust after playtests.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is planning a speedrun route for a game. Context: [the game and category, known skips and glitches, my current time, top runner times].
1. Segment the run and time each split honestly.
2. Identify the three biggest time saves I do not use yet.
3. Order practice by save-per-effort.
4. Plan the reset rules so runs stay meaningful.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is analyzing my competitive play to climb ranks. Context: [game and rank, my role or main, recent loss patterns, practice time available].
1. Identify my top two recurring loss causes.
2. Pick one mechanic to drill and the drill itself.
3. Set the VOD review habit: what to watch and when.
4. Define the weekly rank checkpoint and tilt rule.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is planning a tabletop RPG campaign start. Context: [system and setting, players and their experience, tone wanted, session length and cadence].
1. Write the session-zero agenda: expectations, safety, characters.
2. Design the opening hook that binds the party.
3. Plan three session arcs with flexible order.
4. Set the scheduling and cancellation norms early.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is planning a board game night. Context: [group size and experience mix, games I own, time available, food and space setup].
1. Pick games matched to the group's experience spread.
2. Sequence the night: opener, main, closer.
3. Prepare the teach: three-minute rules summaries.
4. Plan food and seating so play never stalls.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is designing tryouts for a competitive team. Context: [game and roles needed, current roster gaps, commitment level, team goals].
1. Define measurable skill checks per role.
2. Test communication under pressure, not just mechanics.
3. Include the vibe-check scenario for tilt behavior.
4. Write the offer and decline messages for after.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is designing a difficulty curve for puzzle levels. Context: [mechanics list, target audience, level count, hint system available].
1. Introduce one idea per level, combine only later.
2. Place breather levels after spikes.
3. Design hints that unblock without solving.
4. Playtest questions that find confusion, not just failure.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is planning a streaming content mix. Context: [games I play, my personality strengths, stream schedule, current audience size].
1. Balance gameplay, interaction and signature segments.
2. Design one repeatable bit viewers return for.
3. Plan clips: what moments to capture and post where.
4. Set the monthly experiment: one new segment tried.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is mapping branching narrative for a game or story. Context: [the story premise, key decision points wanted, endings planned, content budget].
1. Design branches that rejoin: meaningful choice, bounded cost.
2. Assign consequences that surface later, not immediately.
3. Write the choice text so options feel genuinely different.
4. Track state with the fewest flags that carry the story.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is organizing an online guild or clan. Context: [game and guild size, activity expectations, officer team, drama history].
1. Write the charter: purpose, rules, loot or spot policy.
2. Plan the weekly event cadence that fits members.
3. Design the officer escalation path for conflict.
4. Set the inactive policy and recruit pipeline.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.
Act as a game-literate coach who understands both play and design. The task is planning a retro game collection strategy. Context: [systems I love, budget per month, play-versus-display intent, local market access].
1. Define the collecting goal: complete, favorites, or sealed.
2. Rank wants by price trajectory and personal value.
3. Set condition standards so I do not overpay.
4. Plan the hunt: where to look and when to walk.
Make it specific to my context and immediately usable. Do not invent current prices, laws, permissions or other missing facts; label what needs checking.