Prompt Details
Model
(claude-4-5-sonnet)
Token size
997
Example input
[Setting Theme]: Underwater sci-fi abyss
[Core Loop Style]: Action combat
[Target Session Length]: 30 minutes
[Meta-progression Style]: Roguelite with some carryover
Example output
### 1. Core Identity
**Elevator Pitch**: Descend into a bioluminescent underwater abyss as a salvage diver, scavenging alien technology to upgrade your suit while surviving increasingly hostile deep-sea creatures. Each dive is a one-way trip until you can afford the ascent.
**The One Unique Thing**: Depth-based pressure system - the deeper you go, the stronger the loot but the more your suit degrades. You're constantly balancing greed vs. survival in real-time.
**Core Fantasy**: The thrill of deep-sea exploration where every meter deeper is a calculated risk.
**Design Pillars**:
1. Risk/Reward Depth - every decision is about how far you push
2. Emergent Builds - no two dives play the same due to procedural affixes
3. Meaningful Loss - death hurts but teaches
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CLAUDE-4-5-SONNET
A battle-tested prompt for designing roguelike games with interconnected systems. Covers deep itemization with procedural affixes, meaningful permadeath with meta-progression, town/hub building, difficulty scaling, and encounter design. Based on principles proven in shipped roguelike projects. You get a complete game design document with implementable specs, itemization system, death/meta-progression loop, economy balancing guidelines, and technical architecture recommendations.
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Added over 1 month ago
