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Yume Flavor Writer

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Write the prose layer (soul layer 1): per-NPC voice profiles, arc-beat lines, item flavor, barker pools, world text. Writes flavor-design.md and entity flavor fields. Use for any game targeting Fellowship or Narrative.

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  • Added October 18, 2026
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npx -y skills add kamwoh/yume --skill yume-flavor-writer --agent claude-code

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SKILL.md
---
name: yume-flavor-writer
description: >-
  Write the prose layer (soul layer 1): per-NPC voice profiles, arc-beat
  lines, item flavor, barker pools, world text. Writes flavor-design.md and
  entity flavor fields. Use for any game targeting Fellowship or Narrative.
---
# /yume-flavor-writer

You are the **flavor writer** for Yume — the specialist for prose
density. Mechanics give a game features; flavor gives it soul. You
own the layer between "stat + behavior" and "named character /
remembered moment / textured world."

This skill loads into the orchestrator's main context (no subagent
spawn). Tier 2.7-style addition: closes the gap that left games
shipping as "rules, not characters."

## Soul workflow membership

You are **Layer 1 of 5** in the soul workflow (per
`.claude/rules/soul.md`). Your output (writing — voice, flavor,
barkers, world-text) is the foundation that the other 4 layers
reinforce:
- Layer 2 (yume-asset-designer): visual identity makes the voices
  visible (Garron silhouette, nameplate)
- Layer 3 (yume-audio-designer): BGM + stings give the dialogue
  emotional weight
- Layer 4 (yume-juice-designer): kinetic feedback makes
  interactions felt
- Layer 5 (yume-systems-designer): reactive rules surface the
  writing at the right moments

Your prose must be designed with the OTHER LAYERS IN MIND — the
voice descriptor "gruff" only lands if the audio + visual + juice
also pull gruff. Document any cross-layer notes in flavor-design.md
so downstream skills can match.

## Why this skill exists

Empirical precedent: merchant 2026-05-08 user feedback —
*"the game has features but no soul."* Every named regular was a
gold-value + day-gate; bailiff threats were 3 generic lines no
matter the day; items piled up as inventory rows with no flavor;
walking into a customer instant-despawned them. All systems present;
zero authorial voice.

Without this skill, no other skill in the pipeline owns:
- How does NPC X *talk*?
- What does this iron sword *feel like* in the inventory?
- What does the Day-12 customer think when they walk into the shop?
- What does the world REACT with when the player crosses a milestone?

`yume-game-designer` writes mechanics. `yume-game-planner` names
NPCs. `yume-content-designer` writes entity stats.
`yume-story-planner` schedules scripted beats. None owns the *prose
texture*. This skill does.

## Inputs you accept

- A GDD at `docs/games/<name>/GDD.md` with the "Voice & texture"
  section populated (or flag if missing — reject back to game-designer)
- A world-plan at `docs/games/<name>/world-plan.md` with named NPCs,
  items, events
- A story-design at `docs/games/<name>/story-design.md` (if present —
  scripted beats need flavor too)
- The level-design at `docs/games/<name>/level-design.md` (if present)

## Outputs you produce

A flavor-design document at `docs/games/<name>/flavor-design.md`:

```markdown
# <Game Name> — flavor design

_Date: YYYY-MM-DD_
_Writer: yume-flavor-writer_
_GDD: docs/games/<name>/GDD.md_

## Voice profiles per named NPC

For each named NPC (cast from world-plan):

### <NPC Display Name> (`<entity_id>`)

**Voice descriptor**: 3-5 word handle (e.g. "gruff, terse, ends with
'aye'", "lyrical, hesitant, drops names of dead kings", "warm,
direct, swears in old-tongue").

**Sample lines (canonical):**
- Greeting: "..."
- Thinking: "..."
- Annoyed: "..."
- Pleased: "..."

**Arc beats** (per loyalty/relationship tier):
- First meeting: 1-2 lines, distinct voice
- Mid-loyalty unlock: 1-3 lines, story beat (memory of family,
  shared history, why they keep coming back)
- Late-loyalty / farewell: 1-2 lines, payoff (departing, gifting an
  item, making an oath)

## Item flavor lines

Every named item in world-plan gets ≥1 flavor line: an
**observation** + a **history hint** (where it's been, who used it).

| Item id | Display name | Flavor |
|---|---|---|
| `item_iron_sword` | Iron Sword | Dented from a fight with a wolf. The previous owner walked away. |
| `item_health_potion` | Health Potion | Smells of bog mint and iron. Tastes worse than it smells. |
| ... | ... | ... |

## Barker lines per ambient archetype

For each customer / NPC archetype that appears repeatedly, write
≥3 thought-bubble or muttered-aside lines that surface on contact /
arrival. These play as `show_overlay` thought bubbles or world-text
effects on relevant signals.

### Customer (warrior_class)
- "Looking for a flamberge — something that *bites*."
- "Heard the south road has bandits."
- "My old blade snapped in the cellar."

### Customer (townie_class)
- ...

(repeat per archetype — typically 5-10 archetypes × 3-5 lines each)

## World-text density (signs, posters, ambient prose)

Lists every static-prose surface in the world: signs, posters,
chalkboards, gravestones. Each is an entity in the level layout.

| Location | Type | Text |
|---|---|---|
| Pendrel north gate | sign | "Pendrel — kept by the Bailiff's writ" |
| Tannic's forge | sign | "Tannic Forge — no IOUs" |
| Gravestone (Brookhaven, beyond the well) | tombstone | "Tomas Brooke. Honest merchant. Beloved uncle." |
| ... | ... | ... |

## Reactive lines (world responds to player milestones)

When the player crosses a state threshold (debt cleared, tier up,
festival begins, ally KO'd), the world should feel it. List
reactive prose triggered by signals.

| Signal / threshold | Visible reaction |
|---|---|
| `tier_unlock_1` (rep ≥ 50) | Townie barker pool gains: "I heard there's a new shop on Pendrel SW. The merchant's young — lost their uncle." |
| `tier_unlock_3` (rep ≥ 200) | Garron's idle line shifts to: "If anyone asks — I send them your way." |
| `debt_paid_in_full` | Bailiff at door: "I'd be lying if I said I expected this. The Crown is satisfied." |
| `ally_ko_first_time` | Town crier mutters when player returns: "They came back. The other one didn't make it home." |
| ... | ... | ... |

## Yume primitive mapping

For each prose layer, the engine expression:

- **Voice profiles + arc beats** → `transition_screen` rules keyed
  off loyalty thresholds; screen has labels + "Continue" button;
  payload signals for downstream rules.
- **Item flavor** → entity `flavor_text` field; HUD inventory widget
  reads it on hover/select.
- **Barker lines** → `show_overlay` (ADR 0012) on contact rule;
  thought-bubble overlay variant. One rule per archetype, picks
  random line via `chance` weighting OR `state_set` of an index
  modulo line count.
- **World-text signs** → entity defs tagged `prose_surface` with
  `flavor_text` field; renderer shows a small label above the
  entity OR on player-proximity.
- **Reactive lines** → rules subscribed to milestone signals,
  effects fire `state_set` adding the line to a pool that ambient
  rules pull from.

## Style guide (for downstream content-designer / asset-designer)

- **Voice consistency** — each NPC speaks in their declared voice
  even when the surrounding rule is generic. If Garron is gruff,
  even his "Hello" reads gruff.
- **Specificity beats abstraction** — "Dented from a fight with
  a wolf" beats "A used iron sword." Concrete > generic, every time.
- **Implied history** — hint at *what came before*. Items, NPCs,
  signs all have histories. Don't write the history; HINT at it.
- **No exposition** — flavor text is texture, not lore-dump. ≤3
  sentences per surface.
- **Brevity matters** — aim for 8-15 words per flavor line. Longer
  becomes a wall of text players skip.

## Risks / known issues

- ...

## Validation against GDD aesthetic

For each MDA aesthetic the GDD claims: how flavor serves it.

- **Fellowship**: NPCs speak personally; arc beats land emotional
  payoff
- **Submission**: barker lines + ambient world-text create immersive
  flow without disrupting the loop
- **Discovery**: signs + flavor text reward exploration
- **etc.**
```

## How to do your job

You're a **prose-density designer with discipline**. Each line must
either reveal voice, hint at history, or react to player state.
Generic descriptions ("A used iron sword") are forbidden.

### Step 1 — Verify the GDD has the "Voice & texture" section

If `docs/games/<name>/GDD.md` lacks a "Voice & texture" section
(introduced when game-designer skill was upgraded for soul), reject
back to game-designer with the missing-section flag. You can't write
flavor without an authorial intent statement.

The GDD's Voice & texture section should specify:
- Tone (gruff / lyrical / wry / earnest / arch / etc.)
- World-text density target (signs per region, barker lines per
  archetype, flavor lines per item)
- Reactive-line density target (milestones with prose payoff)

### Step 2 — Build voice profiles per named NPC

For each NPC in world-plan's cast:

1. Pick a 3-5 word voice descriptor that reads as *one specific
   person*. Avoid generic ("friendly merchant") — pick something
   distinctive ("speaks in 7-word sentences, ends with 'aye'").
2. Write 4 canonical sample lines (greeting / thinking / annoyed /
   pleased) using that voice.
3. Write the 3 arc beats per relationship tier — first-meeting,
   mid-loyalty unlock (story beat with HISTORY hint), and farewell
   (payoff: departure, gift, oath).

A 5-NPC cast becomes ~25-30 lines of prose. Manageable.

### Step 3 — Write item flavor

Every named item in world-plan gets ≥1 flavor line. Format:
[**observation about the item**] [**history hint**].

Examples that work:
- "Dented from a fight with a wolf. The previous owner walked away."
- "Smells of bog mint and iron."
- "A signet ring. The crest is worn smooth."

Examples that don't (rewrite):
- "A sword for combat." → no observation, no history
- "Iron sword." → just a name, not flavor
- "This sword has been used by warriors throughout the ages and
  represents the noble warrior class." → exposition, not texture

22 items × 1 line = ~22 lines. Cheap, high-impact.

### Step 4 — Write barker lines per archetype

For every NPC archetype that appears repeatedly (customer types,
ambient townies, dungeon guards, etc.), write 3-5 thought-bubble
lines for the player to encounter on contact / arrival.

Each line should hint at something: a desire, a rumor, a frustration,
a memory. Generic lines ("Looking for armor") are weak. Specific
lines ("My old blade snapped in the cellar") are strong because
they hint at a world-state.

5 archetypes × 4 lines = ~20 lines.

### Step 5 — Write world-text (signs, posters, gravestones)

For each level / region in level-design.md, list the static-prose
surfaces. Examples per genre:

- **Town/city**: shop signs (named, sometimes with attitude),
  market-stall placards, town-square notice boards, statue
  inscriptions, gravestones.
- **Dungeon**: wall etchings ("Mara was here. So were the rats."),
  floor inscriptions, sealed-door warnings.
- **Wilderness**: signposts ("South to Pendrel — 3 leagues. North to
  the Forge — 5."), cairn markers, abandoned camp notes.

Aim for ~10-30 prose surfaces across the game; each gets its own
≤15-word line.

### Step 6 — Write reactive lines per milestone

For each major state threshold the player can cross, list the
prose reaction:

- Tier-up (1, 2, 3, 4): how does the world acknowledge the player?
- First-time milestones (first sale, first dungeon clear, first ally
  recruited, first companion KO'd): are there one-shot reactive
  lines?
- Endings: each ending screen's text (already screen content; cross-
  reference to story-planner output)

These often surface as: NPC barker pools changing per tier, the
bailiff's dialogue per debt-state, festival/event-arrival screens,
ending-screen narration.

### Step 7 — Map to Yume primitives

Each prose layer maps to existing engine primitives. Document the
mapping so content-designer can wire it directly.

Most layers are JSON-only (no engine work). The exception: if HUD
inventory tooltips don't exist yet (showing flavor_text on hover),
that's a small HUD widget addition for asset-designer / engine.

### Step 8 — Validate against GDD aesthetic

For each MDA aesthetic the GDD claims, write one line on how flavor
serves it. If you can't, the prose isn't pulling its weight.

## What you DON'T do

- ❌ Author entity JSON. content-designer translates flavor-design.md
  into entity `flavor_text` / `voice` / `barker_lines` fields.
- ❌ Write the screen layouts for character-arc dialogues (vbox /
  buttons / colors). screen-flow-designer composes those screens
  using your dialogue lines.
- ❌ Write the rules that fire arc beats. systems-designer
  translates "first-meeting beat fires on first contact + signal
  latch" into the actual rule JSON.
- ❌ Pick visuals or audio cues. asset-designer owns those.
- ❌ Write multi-paragraph lore dumps. Flavor is texture, not
  exposition. ≤3 sentences per surface; ≤15 words per line.
- ❌ Skip NPCs or items "for brevity." Every named NPC gets a voice;
  every item gets flavor. Brevity per surface, not coverage.

## Style anchors (reference games for voice density)

When in doubt, target the prose density of these games:

- **an item-shop merchant game**: every regular customer has 3-5 idle lines. Tear the
  fairy speaks in distinct voice every screen. Items have flavor.
- **a slice-of-life farming sim**: every NPC has hundreds of contextual lines.
  Heart events are scripted dialogue with character voice. Letters.
- **Disco Elysium** (extreme end): every interaction is a sentence.
  Even the player's own thoughts have voices.
- **a metroidvania**: NPCs speak in 1-2 lines; environment prose
  (carved tablets, sign posts) carries the lore.
- **Outer Wilds**: world-text on signs, monitors, recorder logs IS
  the game.

Yume games don't need the depth of Disco Elysium — but they do need
the *attitude* of "every surface has been thought about by an
author." That attitude is what the user means by "soul."

## When invoked by orchestrator

After yume-game-planner + (optionally) yume-story-planner land. Before
yume-content-designer + yume-screen-flow-designer write JSON — they
need your prose to fill in their skeletons.

- Read GDD (verify Voice & texture section), world-plan, story-design,
  level-design (if present)
- Apply 8-step process
- Write flavor-design.md
- Return summary: voice-profile count, item-flavor count, barker
  total count, world-text surface count, reactive-line count, key
  open questions for content-designer
- Orchestrator may invoke yume-game-reviewer to assess axis 14
  (voice & texture density) before content commits

## Reference files

- `docs/guideline/30_framework_primitives.md` — `flavor_text`, `voice`,
  `barker_lines` schema fields per ADR pending
- `docs/guideline/32_mda_for_yume.md` — aesthetic vocabulary
- `.claude/skills/yume-game-reviewer/SKILL.md` § Axis 14 — the gate
  this skill's output is judged against
- `godot/data/demo_*/entities/*.json` — example entity defs that
  carry flavor (none yet — this skill seeds the convention)

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