sgdk-planning
SGDK planning
Help the developer choose the next playable proof, understand its hardware risks, and leave room for the game to grow. Produce a useful plan for an ordinary SGDK project, not a new engine or a generic game-design document.
Find the smallest useful proof
Read the request and existing project decisions first. Ask only about choices that materially change the initial proof, such as the core mechanic, target region, simultaneous players or a required cartridge. Record reversible assumptions and proceed instead of making the developer answer a fixed survey.
Choose mechanics, controls and progression from that brief, not from the nearest Lab. Examples can reveal a technical risk or a useful solution; their game loop, content and tuning are not defaults for the plan. If creative direction is open, offer choices suited to the request rather than silently reproducing an example.