room-flow

level-design blockout gaming pacing critical-path
by @iberry420gaming
Design a playable level from player metrics, blockout beats, critical path, and a playtest card. Use when the user wants level design, blockout, whitebox, pacing, encounter layout, or critical path. Gaming only, not juice polish or a Godot tutor.
IMAGES
SKILL PACKAGE

Directory layout for Grok — SKILL.md plus scripts, references, and assets. 5 file(s).

Select a file

Edit in place, then Save (full package security scan). Use fullscreen for a larger workspace.

SYNCED SUMMARY (from SKILL.md)
# Room Flow

A level is a sequence of intentional beats delivered through space. Metrics first, blockout, then dress.

Inspired by gamedev-skills/awesome-gamedev-agent-skills level-design (Apache-2.0). Original Grok remake. Engine-neutral. Not a Godot tutor and not juice polish.

Read `references/pacing.md` before you draw rooms. Fill the three templates.

## When to use
- Level design, blockout, whitebox, greybox, critical path, encounter layout
- Pace a space: teach then test, tension and rest
- Size gaps and ledges from player movement metrics

## When NOT to use
- Polish feel on an action that already works (use juice-pass)
- Teach Godot nodes or signals (use godot-teacher)
- Pure procedural generation recipes with no authored intent
- Ship cracked assets or living-artist clones

## Inputs
- Genre slice (platformer, shooter arena, stealth route, puzzle rooms)
- Player metrics if known (jump height/distance, run speed, camera range). Guess and label guesses if missing
- Target length in minutes or room count
- One new mechanic to teach, if any

## Procedure
1. Lock player metrics first. Every gap and ledge is sized in those units. Do not eyeball.
2. Sketch a beat list: teach / practice / rest / test / climax. Intensity must sawtooth, not flatline high.
3. Name the critical path (start to goal) and one optional branch. Mark gates and what unlocks them.
4. Validate soft-locks: every required key or ability is obtainable before the gate that needs it.
5. Guidance: light, landmarks, leading lines. Telegraph one-way drops.
6. Fill `templates/metrics.md`, `templates/beat-sheet.md`, and `templates/playtest.md`.
7. Keep sample layout notes engine-neutral. No vendor snippet dumps.

## Output format
- Metrics card
- Beat sheet with rooms, intensity 0-1, and gate notes
- Playtest checklist for stuck / lost / unfair / bored moments
- Optional ASCII room sketch only if they asked

## Safety
- No malware, no cracked engines, no account theft.
- No CSAM or sexual content involving minors in level ideas.
- Accessibility: note colorblind-safe landmarks and reduced-flash hazards.
- Do not claim a layout is fair without metrics.

## Stop conditions
- Metrics + beats + playtest delivered, or refused for scope / safety
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