{
  "skill": "game-concept-architect",
  "version": "0.3.0",
  "cases": [
    {
      "id": "idea_triage_vague_seed",
      "input": "做一个很酷的开放世界二次元 RPG。",
      "mode": "idea_triage",
      "expected_sections": [
        "Case Visibility",
        "Concept Seed Extraction",
        "Design Nucleus Options",
        "Assumption Ledger",
        "External Evidence Status",
        "Recommended Next Step"
      ],
      "must_include": [
        "unknown",
        "assumption",
        "evidence-needed",
        "not-run",
        "生产约束",
        "scope"
      ],
      "must_not": [
        "确定的大世界地图规划",
        "完整角色池",
        "未验证的 LiveOps 计划",
        "市场已有验证"
      ]
    },
    {
      "id": "one_page_clockwork_garden",
      "input": "做一个在废弃温室里培育机械植物、抵御夜间虫群的轻量策略防守游戏。",
      "mode": "one_page_pitch",
      "expected_sections": [
        "Case Visibility",
        "Concept Seed Extraction",
        "Design Nucleus Options",
        "Assumption Ledger",
        "External Evidence Status",
        "Player Promise",
        "Core Loop",
        "Production Feasibility",
        "Scope Gate",
        "Validation Plan"
      ],
      "must_include": [
        "机械植物",
        "夜间虫群",
        "玩家行为",
        "Evidence 状态",
        "团队能力",
        "最危险假设",
        "通过标准",
        "失败标准"
      ],
      "must_not": [
        "只扩写温室世界观",
        "完整开放世界",
        "未标注 assumption 的确定商业结论"
      ]
    },
    {
      "id": "full_brief_dream_postman",
      "input": "做一个在梦境城市里投递信件、用卡牌改变街区规则的短局冒险游戏。",
      "mode": "full_design_brief",
      "expected_sections": [
        "Case Visibility",
        "Concept Seed Extraction",
        "Design Nucleus Options",
        "Assumption Ledger",
        "External Evidence Status",
        "Player Promise",
        "Key Systems",
        "Reference Game Boundary",
        "Production Feasibility",
        "Feature Priority Matrix",
        "Risk Register",
        "Validation Plan"
      ],
      "must_include": [
        "梦境城市",
        "投递",
        "规则卡",
        "Evidence 状态",
        "内容产能",
        "验证方式",
        "删除条件"
      ],
      "must_not": [
        "只写梦境世界观",
        "没有 scope gate",
        "把未提供平台写成确定事实"
      ]
    },
    {
      "id": "vertical_slice_tiny_crew_salvage",
      "input": "做一个指挥三人小队在废弃太空站回收物资、每次行动都会改变站内结构的战术生存游戏。",
      "mode": "vertical_slice_plan",
      "expected_sections": [
        "Case Visibility",
        "Design Nucleus Options",
        "External Evidence Status",
        "Vertical Slice Goal",
        "Build Scope",
        "Production Feasibility",
        "Milestones",
        "Playtest Protocol",
        "Next Investment Decision"
      ],
      "must_include": [
        "三人小队",
        "废弃太空站",
        "结构变化",
        "撤离",
        "Evidence 状态",
        "团队能力",
        "不验证商业化"
      ],
      "must_not": [
        "忽略生产约束",
        "默认实时多人",
        "完整基地建造"
      ]
    },
    {
      "id": "verb_inventory_action_platformer",
      "input": "做一个横版动作平台游戏，主角用钩爪和短冲刺穿过会变化的矿洞。",
      "mode": "idea_triage",
      "expected_sections": [
        "Case Visibility",
        "Concept Seed Extraction",
        "Player Verb Inventory",
        "Design Nucleus Options",
        "Action-Goal Alignment",
        "Assumption Ledger",
        "External Evidence Status",
        "Recommended Next Step"
      ],
      "must_include": [
        "直接动作",
        "间接动作",
        "抽象动作",
        "界面动作",
        "80% 时间",
        "动作-目标"
      ],
      "must_not": [
        "只写美术风格",
        "只写关卡数量",
        "把钩爪当成题材包装"
      ]
    },
    {
      "id": "goal_layers_single_action_puzzle",
      "input": "做一个只交换相邻星盘碎片的短局解谜游戏，但希望它能长期留住玩家。",
      "mode": "one_page_pitch",
      "expected_sections": [
        "Player Verb Inventory",
        "Action-Goal Alignment",
        "Design Nucleus Options",
        "Player Promise",
        "Core Loop",
        "Validation Plan"
      ],
      "must_include": [
        "瞬时目标",
        "局内目标",
        "中期目标",
        "长期目标",
        "玩家自发目标",
        "核心动作"
      ],
      "must_not": [
        "因为动作简单所以不可做",
        "只靠每日签到留存",
        "没有目标层级"
      ]
    },
    {
      "id": "uncertainty_calibration_trading_builder",
      "input": "做一个资源交易和岛屿建设桌游，每回合有骰子产出、玩家交易、隐藏事件和共同灾害。",
      "mode": "full_design_brief",
      "expected_sections": [
        "Uncertainty Calibration",
        "Action-Goal Alignment",
        "System Dynamics Map",
        "Scope Gate",
        "Validation Plan"
      ],
      "must_include": [
        "人",
        "隐藏信息",
        "脑力技能",
        "随机性",
        "公平感",
        "失败原因"
      ],
      "must_not": [
        "随机越多越好",
        "用随机抹掉玩家努力",
        "不区分交易和骰子的不同不确定性"
      ]
    },
    {
      "id": "content_flow_card_battler",
      "input": "做一个卡牌战斗游戏，核心循环已经是抽牌、出牌、结算，但需要设计长期内容和扩展包节奏。",
      "mode": "full_design_brief",
      "expected_sections": [
        "Content Flow Plan",
        "Core Loop",
        "Production Feasibility",
        "Feature Priority Matrix",
        "Risk Register",
        "Validation Plan"
      ],
      "must_include": [
        "核心循环变奏",
        "难度曲线",
        "内容集合",
        "内容产能",
        "消耗速度",
        "生产方式"
      ],
      "must_not": [
        "只堆卡牌数量",
        "用扩展包替代核心循环验证",
        "不评估内容产能"
      ]
    },
    {
      "id": "audience_desire_social_expression",
      "input": "做一个校园社交换装游戏，玩家主要在课间活动、装扮空间、和朋友展示风格。",
      "mode": "one_page_pitch",
      "expected_sections": [
        "Audience Desire Map",
        "Player Promise",
        "Core Loop",
        "Action-Goal Alignment",
        "Validation Plan"
      ],
      "must_include": [
        "玩家想做什么",
        "为什么兴奋",
        "表达",
        "社交",
        "拒绝点",
        "相邻游戏或场景"
      ],
      "must_not": [
        "只写女性用户",
        "只写年龄层",
        "不说明玩家动机"
      ]
    },
    {
      "id": "playable_theme_resource_dilemma",
      "input": "做一个海底避难所管理游戏，玩家每天决定氧气、食物和维修名额分配，让秩序、同情和生存效率互相冲突。",
      "mode": "full_design_brief",
      "expected_sections": [
        "Playable Theme Map",
        "System Dynamics Map",
        "Player Promise",
        "Core Loop",
        "Risk Register",
        "Validation Plan"
      ],
      "must_include": [
        "主题命题",
        "可操作系统",
        "价值轴",
        "数值代价",
        "意义代价",
        "可见后果"
      ],
      "must_not": [
        "主题只停留在剧情",
        "只有结算文字",
        "没有玩家选择后果"
      ]
    }
  ]
}
