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cccskills

「brainstorm」の検索結果

425 件 ・ 関連度順

概要と使いどころ

ck:plan

無料

Plan a feature or system before implementation. Use when the user says "plan this", "I want to build X", "how do I implement Y", or when /ck:brainstorm produces a spec.md. Always run before /ck:cook. Modes (pick one): --fast (simple, single-file), --hard (research + red-team + validate). Composable flag (combine with any mode): --tdd — propagates into the cook pipeline. Every phase gets Design Constraints and Quality/Testing State; ck:cook confirms optional test and quality checks per phase.

日本語の概要は準備中です。原文の説明を表示しています。

DangQuangSE/team-development-skills192026年10月9日 更新

team-ba

無料

BA (Business Analyst) agent. Analyzes requirements and produces 4 artifact files: requirements.md, user-stories.md, acceptance-criteria.md, business-rules.md. Use --srs to load from SRS workflow artifacts (spec.md / brainstorm.md). Part of the Virtual Team Skill pipeline.

日本語の概要は準備中です。原文の説明を表示しています。

DangQuangSE/team-development-skills192026年10月9日 更新

sr:spec

無料

Phase 2 of the SRS workflow. Reads projects/{slug}/brainstorm.md and writes a comprehensive spec.md. No word limit.

日本語の概要は準備中です。原文の説明を表示しています。

DangQuangSE/team-development-skills192026年10月9日 更新

sr-spec

無料

Phase 2 of the SRS workflow. Reads projects/{slug}/brainstorm.md and writes a comprehensive spec.md. No word limit.

日本語の概要は準備中です。原文の説明を表示しています。

DangQuangSE/team-development-skills192026年10月9日 更新

elicit

無料

Extract tacit knowledge through non-obvious microquestions — things only the user knows that can't be found in code, docs, or research. Use when you're about to guess at intent, context, or constraints during SAFEWORD's understanding flow. Also use when user says 'ask me', 'what do you need to know', or when another skill (bdd, brainstorm, debug) needs user context before proceeding. Do NOT use for questions answerable by reading the codebase or searching the web.

日本語の概要は準備中です。原文の説明を表示しています。

TheMostlyGreat/mythos192026年6月14日 更新

Explore and debate options with fresh documentation and research before committing. Use when facing a real decision with multiple plausible approaches — library/framework choice, architecture call, API or schema design, algorithm selection, or any communication / strategy call where being wrong has cost. Enumerates relevant research domains, looks up current docs and evidence-based methods, weighs options on correctness and elegance, resists bloat. Do NOT use for divergent ideation (brainstorm), extracting user intent (elicit), or reviewing already-written code (quality-review).

日本語の概要は準備中です。原文の説明を表示しています。

TheMostlyGreat/mythos192026年6月14日 更新

You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.

日本語の概要は準備中です。原文の説明を表示しています。

castle-x/skills-x182026年4月16日 更新

Socratic questioning protocol + user communication. MANDATORY for complex requests, new features, or unclear requirements. Includes progress reporting and error handling.

日本語の概要は準備中です。原文の説明を表示しています。

umairinayat/Specter-AI182026年9月29日 更新

AI operational modes (brainstorm, implement, debug, review, teach, ship, orchestrate). Use to adapt behavior based on task type.

日本語の概要は準備中です。原文の説明を表示しています。

umairinayat/Specter-AI182026年9月29日 更新

Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai182026年10月10日 更新

You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.

日本語の概要は準備中です。原文の説明を表示しています。

tensology/decisionsai172026年10月13日 更新

User asks for design, planning, or approach exploration before implementation. Covers new features, components, refactors, or architecture decisions. Creates design docs and proposes approaches with trade-offs.

日本語の概要は準備中です。原文の説明を表示しています。

Benkapner/claude-code-basecamp172026年10月1日 更新

Generate creative domain name ideas for your project and check availability across multiple TLDs (.com, .io, .dev, .ai, .app). Find the perfect domain name without manual checking.

日本語の概要は準備中です。原文の説明を表示しています。

manu14357/zskills162026年7月24日 更新

Interactive logo & brand design strategist. Runs a strategy workshop, narrows a creative direction, lands a single centralized concept, then outputs a condensed branding table plus 10+ logo ideas with rationale. Use when the user wants to design a logo, develop a brand identity, write a logo brief, brainstorm logo concepts, or run brand strategy before sketching. Triggers include "design a logo", "logo ideas", "brand identity", "help me with my logo", "logo brief", "what should my logo be".

日本語の概要は準備中です。原文の説明を表示しています。

posva/dotfiles162026年10月13日 更新

方案闭环:当用户显式调用 `$solution-loop`,或明确要求进入“方案闭环”时使用。 面向已经存在候选方案、但需要反方挑战和定点修订的场景,在 brainstorming Maker 与 grill-me Critic 之间最多循环三轮,直到方案确认或进入 Human Gate;不用于从零脑暴方案。

日本語の概要は準備中です。原文の説明を表示しています。

PANGKAIFENG/ai-product-manager-skills162026年8月31日 更新

Refine a draft prompt before sending to a coding agent: decomposes goal/context/constraints, flags ambiguity, emits a model-agnostic rewrite. NOT for prompts from scratch (mk:brainstorming).

日本語の概要は準備中です。原文の説明を表示しています。

ngocsangyem/MeowKit152026年7月28日 更新

Generate or compare multiple technical approaches for one validated decision. NOT for product discovery or refining an existing plan.

日本語の概要は準備中です。原文の説明を表示しています。

ngocsangyem/MeowKit152026年7月28日 更新

mk-ask-me

無料

Answer factual project questions (codebase, architecture) with cited evidence. NOT for brainstorming, trade-offs (mk:party), debugging (mk:investigate), review (mk:review), or plans (mk:plan-creator).

日本語の概要は準備中です。原文の説明を表示しています。

ngocsangyem/MeowKit152026年7月28日 更新

Use when refining a draft user prompt before sending it to a coding agent. Decomposes goal/context/constraints/acceptance/output-format, detects ambiguity and model-coupled framing, then emits a model-agnostic rewrite. Supports --analyze, --score, and --deep. NOT for prompts from scratch (mk:brainstorming), plans/reviews (mk:elicit), implementation plans (mk:plan-creator), or general codebase scouting (mk:scout).

日本語の概要は準備中です。原文の説明を表示しています。

ngocsangyem/MeowKit152026年7月28日 更新

Use when a decision needs deep multi-source technical research with cited evidence — technology evaluation, ecosystem comparison, standards/spec fact-finding, "how do others solve X". Triggers on "research X", "deep dive on X", "evaluate X vs Y", "find best practices for X". NOT for library/API doc lookup (see mk:docs-finder); NOT for one-shot URL fetch (see mk:web-to-markdown); NOT for internal codebase discovery (see mk:scout); NOT for project-only Q&A (see mk:ask-me); NOT for comparing solution designs (see mk:brainstorming); NOT for root-cause debugging (see mk:investigate); NOT for wiki ingestion of sources (see mk:wiki-research).

日本語の概要は準備中です。原文の説明を表示しています。

ngocsangyem/MeowKit152026年7月28日 更新