A Claude Code plugin for making games

Starting a game with AI is easy.
Finishing it is the hard part.

A few weeks in, you lose sight of where things stand, the design doc and the code stop matching, and you repeat the mistakes from your last game. gamedev-kit lets you build while seeing all of it.

Why gamedev-kit

Four things that get a game finished

  1. 01You end up driving every step yourselfYou decide — the CEO coordinates the rest
  2. 02You lose sight of where it standsSee it all, decide on the spot
  3. 03The design doc and the code drift apartThe doc and the code always match
  4. 04You repeat last game's mistakesWhat one game teaches, the next one remembers
01 · You end up driving every step yourself

You decide — the CEO coordinates the rest

Proposing the next goal, running several cycles at once, keeping the builds in order — all the work is coordinated by the CEO. Whatever needs a call reaches your dashboard as a question, and answering it is all you do.

CEOcoordinates
Workers — Claude Code running in the background
C1
  1. Goal
  2. Spec
  3. Design
  4. Plan
  5. Build
  6. Play
decision for you
C2
  1. Goal
  2. Spec
  3. Design
  4. Plan
  5. Build
  6. Play
building, own folder
C3
  1. Goal
  2. Spec
  3. Design
  4. Plan
  5. Build
  6. Play
build done
Youdecide
Only the merge into the game takes turns.
02 · You lose sight of where it stands

See it all, decide on the spot

Every game's progress lands on one dashboard. Each part of the game is an epic with its tasks laid out by cycle, and every question from the agents arrives as a card with pictures to compare. Pick an answer and Claude carries on.

01All your games, one screenPending decisions and progress for every game at once.
The dashboard home: three games, what waits on you in each, and how far each has come
02What's in motion nowThe workers running, the cycle each one is on, whose turn it is to build, and what waits on you.
The Now tab: two workers running, cycle 3 holding the build turn, and each cycle in hand with its worker and the task being built
03The game as epicsEach part the player meets is an epic. Open one and its tasks line up by cycle.
The Epics tab: epic cards with their task counts, one opened below with its cycles in a row and that cycle's tasks
04Each cycle as a boardThe cycle's goal and stage on top, its tasks in to do, in hand, blocked and done.
The Cycle tab: the cycle's goal and its six stages, then its tasks in four columns
05Open a taskWhat it is, how the game will change, and what changed — in a sentence each.
A task's panel: what it is, how it will change, and what changed
06The game's screens, build by buildEvery build shoots the same route through the game — see each screen beside the build before it.
The Play tab: each stop of the play route beside the run before it
07Answer the agents' questionsEach question from the agents comes with pictures to compare and shows the direction they recommend.
The review tab: a decision with three wing drafts to compare above its options, and a decision with a recommended answer
08Every asset side by sideAll the art and sound together, by epic, so you can tell whether they match.
The assets tab: every picture and sound grouped by epic, each with its state
03 · The design doc and the code drift apart

The doc and the code always match

Every number and rule in the design doc gets an ID, and the code carries the same ID. When the two disagree or something isn't built yet, the kit catches it — say which side is right and it fixes the other. Balance numbers live on one spreadsheet you can read and edit.

Design doc · sync table
BAL.BAG.CAPACITY3~5synced
BAL.FALL.PENALTY4mismatch
RULE.CLIFF—missing
Code
BAG_CAPACITY = 4// GDD: BAL.BAG.CAPACITY
FALL_PENALTY = 6// GDD: BAL.FALL.PENALTY
not built yet
gdd-sync finds the gaps and closes them.
04 · You repeat last game's mistakes

What one game teaches, the next one remembers

The problems you ran into while making a game, and how you solved them, are kept as short rules of your own and applied automatically from your next game on. Send them to the kit if you like — problems many people ran into the same way become everyone's defaults.

  1. Test touch on a real phone
  2. Keep balance numbers in one file
Game 1
  1. Test touch on a real phone
  2. Keep balance numbers in one file
  3. HUD text at 32 px or more
  4. Start sound after the first tap
Game 2
  1. Test touch on a real phone
  2. Keep balance numbers in one file
  3. HUD text at 32 px or more
  4. Start sound after the first tap
  5. Save before the scene changes
  6. Check build size before upload
Game 3
Learned in this gameCarried over from before
Quick start

Two lines to install. The rest is just talking.

1

What you need

  • Claude Code — where the kit runs
  • Python — 3.9 or later
  • Node.js — to run the dashboard
  • Engine editor — for the engine you want to make your game with
2

Install in your game's folder

An empty folder works.

terminal
claude plugin marketplace add dudwns0921/claude-gamedev-kit
claude plugin install gamedev-kit@claude-gamedev-kit --scope project
3

Open Claude Code and just ask

No commands to memorize.

  • you say“I want to make a cozy farming game”→ Asks where it'll be played, picks the engine, sets up the project, writes the design doc with you, then hands the first goal to the CEO
  • you say“Let's add a shop this time”→ Runs one cycle from spec to build and sends your decisions to the dashboard
  • you say“Run it for me”→ The CEO coordinates the cycles, several at once; only what's yours to decide reaches you
  • you say“I played it — the prices are hard to read”→ Finds the cause and fixes it

See it, and you finish it.

Where you are and what to decide next are always in front of you — from the first idea to release.