Plan a game with the person before building it — a short, natural interview (game type and genre, style and art direction, devices, players and rooms, progress that lasts (cloud saves, player…

Apache-2.0Auto-check passedDevelopment

Install Plan

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill plan -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins plan --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/plan .claude/skills/plan && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
plan
GitHub stars
1.2k
Token cost
~2.4k tokens
SKILL.md length
1,374 words
Files
3 (incl. references)
Skills in repo
736
Repo updated
First seen
Licence
Apache-2.0

At a glance

Plan a game with the person before building it — a short, natural interview (game type and genre, style and art direction, devices, players and rooms, progress that lasts (cloud saves, player…

  • Works in 7 steps: The interview: natural, not a form → Write the codex → Draw it and show it → …
  • Step 4 of a new studio
  • SKILL.md covers 1. The interview: natural, not…, 2. Write the codex, 3. Draw it and show it and 4. Keep it true, plus 3 more sections
  • Calls npx and codex

What it does

Plan is an agent skill from hashgraph-online/awesome-codex-plugins. Plan a game with the person before building it — a short, natural interview (game type and genre, style and art direction, devices, players and rooms, progress that lasts (cloud saves, player accounts), art and film, music and sound, scope) that ends in the game's Game Codex, games/<id/CODEX.md, drawn as a page in the game's own palette, fonts and art that anyone can read and steer (a Claude artifact where the app has artifacts, else a page in their browser, and a private page on the studio's site), kept true as…

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/CODEX.md` and `references/INTERVIEW.md`).

It sits in Development, covering Architecture decision records. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.

When your agent uses it

  • Step 4 of a new studio
  • Someone says lets plan my game
  • What should my game be
  • Make a design doc

Example prompts

  • “s Game Codex, games/<id/CODEX.md, drawn as a page in the game”
  • “s site), kept true as decisions change, with the build”
  • “s plan my game”
  • “/plan”

Requirements

  • Node.js

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. The interview: natural, not a form
  2. Write the codex
  3. Draw it and show it
  4. Keep it true
  5. Progress, baked in
  6. The look, before the first model
  7. Then build

What it can do on your machine

Read from SKILL.md and the folder at commit 16b4156. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npx
    • codex

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Plan loads about 2.4k tokens when it runs, and up to ~4.9k if it reads all its reference files. Until then it costs about 194 tokens; SKILL.md has 1,374 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~194
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.9k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from hashgraph-online/awesome-codex-plugins at commit 16b4156, republished under its Apache-2.0 licence (© hashgraph-online). 1,374 words, ~2,380 tokens.

Download SKILL.mdSave it as .claude/skills/plan/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
plan
description
Plan a game with the person before building it — a short, natural interview (game type and genre, style and art direction, devices, players and rooms, progress that lasts (cloud saves, player accounts), art and film, music and sound, scope) that ends in the game's Game Codex, games/<id>/CODEX.md, drawn as a page in the game's own palette, fonts and art that anyone can read and steer (a Claude artifact where the app has artifacts, else a page in their browser, and a private page on the studio's site), kept true as decisions change, with the build's progress on it. Use for step 4 of a new studio, or when someone says "let's plan my game", "what should my game be", "make a design doc, a game bible or a codex", "show me the plan", or before a big change to a game.

Plan a game: the interview and its Game Codex

You are in a Homie studio (a folder with studio.json) with a game in games/<id>/. The plan comes out as the game's Game Codex: games/<id>/CODEX.md (the source of truth, in the studio's repository) and a page drawn from it in the game's own look, with cards, tables and a Build status tab. People who never read code see the game in it and steer it; you keep it true.

1. The interview: natural, not a form

Collect all eight topics, in whatever order the conversation goes:

  1. Game type and genre: what kind of game, what a player does in the first ten seconds, how a round is won. Why it is fun with strangers who just pressed Play.
  2. Style and art direction (the Style phase): pixel, painterly, low-poly, neon, hand-drawn; mood; two or three games, films or pictures it should feel like; the palette. Ask once whether they want to steer the look closely (the style board) or have you pick, and the art budget (free only, a small budget on their own fal account, or their number). Then the decisions: npx --no-install homie-studio style init <id> --prompt "<their words>" (add --hands-on and --budget <usd> from their answers) fills every look decision with a pick and a why, which the codex's Art direction tab draws; the style skill has the rest.
  3. Devices: phone, computer, TV with phones as pads. Every Homie game plays on phones and computers; say what changes on each (touch on the lower left, keys, the big screen).
  4. Players and rooms: how many in a room (up to 32), teams or free-for-all, round length, what bots do in empty seats, what a player who arrives mid-round gets.
  5. Progress and saves: always ask it plainly: "Does progress need to persist across sessions or devices?" A round that is all there is (a brawl, a race) needs nothing. A character that levels up for days, unlocks, a collection, a hardcore mode with one life: yes. Then the game keeps it in cloud saves (player accounts with passkeys, a guest's progress kept until they make one), never in the room, which forgets everything 60 s after its last player leaves. Ask what is kept (the hero, the inventory, unlocks), what lifetime stats count (kills, gold, time played), and whether a death can be forever (hardcore: a wipe and a memorial in the hall of the fallen). Write it into the codex under Rooms and players as "Progress that lasts", with a dated line under Latest; the game skill wires it in.
  6. Art and film: characters, creatures, places; the cover; a trailer or a cutscene; what is made from the game itself (free) and what is painted or generated (the art and video skills, on their own accounts, under a budget).
  7. Music and sound: the theme's mood and tempo; the sounds that matter (a pick-up, a hit, a win); synthesized here for free (the sound skill) or songs from ElevenLabs (the music skill).
  8. Scope: what the first playable version has, what comes later, and the milestones between.

How to ask:

  • Two or three questions a message, never all seven at once. Start from what you know: the starter they saw, the change they asked for, the studio's name.
  • Each question offers concrete options and your pick, so "yes" is an answer: "Pixel art, painterly, or clean vector shapes? For a fast arcade game I'd go pixel: it reads well small on a phone."
  • Say back what you heard in one line before the next questions ("So: a relay race in a burning valley, two teams, 90-second rounds.").
  • "You pick" means pick, say it in one line, and move on.
  • Stop when every topic has an answer or a default, usually after three or four messages. If they say "just build it", fill the rest with your own choices and list them under Open questions.
  • references/INTERVIEW.md has questions with options for each topic and genre.

2. Write the codex

sh
npx --no-install homie-studio codex new <id>      # games/<id>/CODEX.md with every section, in the studio's colours

A new studio has no game yet: its game is planned before it is made. With no game <id>, codex new <id> --name "<Name>" starts the game's folder with only the codex in it, and once the plan is agreed, game new <id> --from gem-rush --name "<Name>" makes the game around it (the codex stays).

Never replace an existing codex: change it. Fill every section from the interview (the format, with an example: references/CODEX.md):

  • The look in the frontmatter: the game's own palette (bg, ink, accent for headings, accent2, danger, good), fonts (a Google Fonts family that fits: "Press Start 2P" or "Silkscreen" for pixel games, a font file from the game's folder, or none), pixel: true for pixel art, a cover from the game's folder, an eyebrow and a tagline.
  • Cards, not prose, wherever there are several of a thing: characters, creatures, classes, items, places, levels. Each ### Name has its picture, a chip line (`C-01` `good: Ally` `danger: Boss`), an italic one-line subtitle, a sentence, and **Key:** value stats.
  • Controls as a table with a column per device; Milestones as a checklist (- [x] done) that matches the scope; Latest as dated decisions (- 2026-10-01: ...); Open questions as a list.
  • Pictures only from the studio's folder (a real frame of the game, its sprites, its cover, art the art skill made). Until the game has art, a card without a picture is fine; never present a mock-up as the game.
Show full SKILL.md (461 more words)Show less

3. Draw it and show it

sh
npx --no-install homie-studio codex <id>          # .studio/codex/<id>.html; says what is not decided yet

It reports the sections still empty (missing), the open questions and any picture it could not use. Then show it where the person is:

  • An app with artifacts (Claude Code's Artifact tool, the Claude app): codex <id> --artifact writes .studio/codex/<id>.artifact.html, one self-contained page made to be published as an artifact. Publish it (private to the person until they share it), and update the same artifact each time the codex changes.
  • Otherwise: codex <id> --open opens the page in their browser. It redraws itself whenever the build's progress changes, and refreshes by itself while a build runs.
  • On their phone or anywhere else, after a deploy: the site has it at /_studio/codex/<id>/ for the owner only, never listed; npx --no-install homie-studio codex link <id> gives a one-time link.

In the chat, say what is in it in three to five lines and ask what to change. Change, redraw, show again, until they are happy. Then tick step 4 of the new-studio checklist.

4. Keep it true

  • Every decision that changes the plan goes into CODEX.md in the same change, with a dated line under Latest, and the page is redrawn (and the artifact updated).
  • Tick milestones as they land; move answered open questions into their section.
  • "Where are we?" or "how far along is it?": the codex's Build status tab (or npx --no-install homie-studio progress show), in a line or two.

5. Progress, baked in

Open a progress feed for every build, titled with the milestone it works on:

sh
npx --no-install homie-studio progress start <id> --title "Milestone 2: the valley and hand-offs"
npx --no-install homie-studio progress stage plan done --note "<the plan in one line>"

build, check and deploy report into it; mark what only you know with progress check, progress spend and progress log; end it with progress end passed|failed|stopped. The codex's Build status tab shows it: a percentage, each step and check going green, a "Ready to try" box (the address and the codex's try: line), and what was spent. In Claude Code the status line shows one line of it (offered in the setup step: homie-studio statusline --install). Codex CLI has no command status line (its tui.status_line takes only built-in items), and Homie installs none in Grok Build, so in both the codex page is the progress view.

6. The look, before the first model

Before anything is made for the game's look, its decisions exist (style init, above): the automatic path says one line ("Look: flat low-poly, autumn grove palette, golden hour, high three-quarter camera; open the codex to change anything"); the hands-on path shows the style board (style_explore, or style board <id>) and lets them pick, mix, steer and lock. Models then come from the models skill, free routes first.

7. Then build

Offer the choice in the parallel skill (one agent, or several at once), then build with the game skill, a milestone at a time.

© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in plugins/homie-rocks/homie/skills/plan of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • references/CODEX.md
  • references/INTERVIEW.md

Open the folder on GitHubat commit 16b4156

Compare with similar skills

Plan next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Plan compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Plan this skillhashgraph-online/awesome-codex-plugins1.2k—~2.4kAutomated safety check: PassApache-2.0
PR Design DocOpenHands/OpenHands90k—~2.4kAutomated safety check: PassMIT
Cto AdvisorIbrahim-3d/orchestrator-supaconductor3804 repos~2.4kAutomated safety check: PassMIT
Improve Codebase Architectureywwynm/EverythingDone14415 repos~1.3kAutomated safety check: PassGPL-3.0
Domain Modelingbrim-borium/spotify_sdk1665 repos~806Automated safety check: PassApache-2.0
Design Doc MermaidSpillwaveSolutions/design-doc-mermaid1751 repos~5.6kAutomated safety check: PassNone

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Categories

Questions about Plan

What does Plan do?

Plan a game with the person before building it — a short, natural interview (game type and genre, style and art direction, devices, players and rooms, progress that lasts (cloud saves, player…. Plan is an agent skill from hashgraph-online/awesome-codex-plugins.

When should I use Plan?

Plan fits situations like: step 4 of a new studio; someone says lets plan my game; what should my game be; make a design doc.

How do I install Plan in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill plan -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/plan in hashgraph-online/awesome-codex-plugins) into .claude/skills/plan in your project. Claude Code loads it when a task matches its description.

How do I install Plan in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill plan -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/plan in hashgraph-online/awesome-codex-plugins) into .agents/skills/plan in your project. Codex loads it when a task matches its description.

Can I use Plan in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add hashgraph-online/awesome-codex-plugins --skill plan -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/plan, .gemini/skills/plan, .github/skills/plan and .opencode/skills/plan in your project.

What does Plan need to run?

Going by SKILL.md and its folder, Plan needs the command-line tools its instructions call (npx and codex). Our summary lists: Node.js.

Does Plan access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Plan safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Plan use?

Plan is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Plan use?

About 2.4k tokens (SKILL.md is roughly 9.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.5k tokens, read only when the agent opens those files.

What are the alternatives to Plan?

Skills that share tags, products or a category with Plan: PR Design Doc (OpenHands/OpenHands, 90k stars), Cto Advisor (Ibrahim-3d/orchestrator-supaconductor, 380 stars), Improve Codebase Architecture (ywwynm/EverythingDone, 144 stars) and Domain Modeling (brim-borium/spotify_sdk, 166 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Plan?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,232 GitHub stars. The repository holds 736 skills in this directory. The repository was last updated on October 6, 2026.

Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.