novel-to-game

作者 worldwonderer已验证

Agent Skills that turn novels into source-grounded, fully playable games for Claude Code, Codex, and Kimi Code(K3).

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2026/8/23
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⚠️ 第三方软件声明

本 Skill 为第三方开源软件,独立托管于 GitHub。SkillTip 仅为信息目录,不控制或维护底层仓库。所显示的安全检查为自动化且范围有限,安装前请自行审查源码。

阅读服务条款

安装

添加到你的 Claude Code skills 目录:

# Add to your Claude Code skills
git clone https://github.com/worldwonderer/novel-to-game

快速入门

使用 novel-to-game 等 Skills 的指南。

安全报告

已验证

上次扫描:—

{
  "status": "PASSED",
  "issues": []
}

README.md

NovelToGame

Turn a novel in any language into a source-grounded, fully playable game.

Validate Latest release License GitHub stars

NovelToGame is an open-source Agent Skills toolkit for Claude Code, Codex, and Kimi Code. It turns novel adaptation into a staged workflow: source analysis, concept selection, world and art direction, implementation, and runtime QA.

Bring a novel in any language and choose the target runtime. Generated artifacts follow the requested language; build and QA stay on the chosen platform instead of silently falling back to an easier substitute.

中文 · Play Online · Quick Start · Workflow · Skills · Artifacts · Contributing

Play Online

Three playable adaptations, each available in a browser right now and linked to the case study behind it: source provenance, concept trade-offs, game and art direction, runnable source, and evidence from the playable paths.

Journey to the West · Three Borrowings of the Banana Fan

Wukong's party faces the Bull Demon King on the Jilei Mountain stage under the third fan's rain, five-element badges on both sides and a live command tray below

One wave of a fan blew you fifty thousand li. Take the mountain back one turn at a time.

Command Wukong's party through the three borrowings of the Banana-Leaf Fan: read the five-element wheel, follow a fire-vein treasure map, decide when to press deeper or bank the haul, transform your way in where force will not work, and turn a demon king who outclasses you into a rainstorm over the Mountain of Flames.

Play in browser · Read the case study · design estimate: 45–90 min · all ages · playable prototype

Jin Ping Mei · Ledger of Desire

Five women of the Ximen household face the player across the household ledger

Choose whose door you enter tonight. Find out whose door knocks in the morning.

Twenty days, five courtyards. Keep silver, influence, reputation, exposure, and household strain in balance; respect each woman's terms; build trust through shared crises; and face a final ledger shaped by what everyone chose and remembers.

Play in browser · Read the case study · design estimate: 60–90 min · 18+ · playable prototype

Project Plateau · The Lost World · 3D

A real-time first-person 3D field-photography game adapted from Arthur Conan Doyle's The Lost World. Cross a connected plateau, observe a living Iguanodon family, expose four glass plates under aerial pressure, and return with the views that survived.

Play the full expedition on desktop, or watch the 15-second gameplay preview on other devices.

https://github.com/user-attachments/assets/27819247-4e4d-4bf0-8f0f-43d4125c4d45

Play in your browser — no install · Read the case study · Share feedback · 1–3 min run · desktop WebGL2 · playable prototype

Why NovelToGame

A one-line “turn this book into a game” prompt often produces a generic reskin or a clickable plot summary. NovelToGame keeps the adaptation traceable and gives each major decision a clear owner:

  • Source-grounded adaptation: extract rules, spaces, character agency, conflicts, and visual anchors with citations;

  • Real game design: turn source evidence into player verbs, systems, levels, feedback, failure, and outcomes;

  • Target-runtime delivery: build for the approved platform or engine without implementation silently redesigning the game;

  • Optional, restrained voice: synthesize only selected high-value lines at build time, keep subtitles and mute fallbacks, and never send the whole novel to a TTS provider by default;

  • Evidence-based QA: verify startup, rendering, input, the core loop, an outcome, restart, and explicit limitations in the tested runtime.

Quick Start

1. Install the seven skills

Agent CLI Install Invoke

Claude Code npx skills add worldwonderer/novel-to-game -g -y -a claude-code -s '*' /novel-to-game

Codex npx skills add worldwonderer/novel-to-game -g -y -a codex -s '*' $novel-to-game

Kimi Code npx skills add worldwonderer/novel-to-game -g -y -a kimi-code-cli -s '*' /skill:novel-to-game

Install adapters for all three CLIs on the same machine:

npx skills add worldwonderer/novel-to-game -g -y -s '*' \
  -a claude-code -a codex -a kimi-code-cli

Cloning the repository also enables project-local skill discovery in all three CLIs.

2. Start an adaptation

Give the agent a novel file, directory, or link:

Use novel-to-game quick to adapt this novel into a fully playable game.
Recommend the target platform, genre, and engine from the source, and keep the first build to about 15 minutes.
Let the player enter the world as an original character with a new playable route through its conflict.

When you want an interactive story rather than a systems game, say so. That locks the narrative-led experience profile, so concept, design, and QA judge continuous scenes, character dialogue, testimony, and key choices instead of applying rounds, cards, and resource bars:

Use novel-to-game quick to adapt this novel into an interactive story.
Carry the experience with continuous scenes, character dialogue, testimony, and key choices.
Keep variables as hidden causal tags rather than a visible stat panel.
Key choices must change later scenes, character attitudes, and the ending, and be named back in later text.

The narrative track lowers no standard: it still needs a recognizable gameplay precedent, the same three-phase arc, and the same hard vetoes. Only the expression changes -- new people to question, new ways to press a contradiction, and attitudes that shifted because of what you did earlier.

quick is the low-friction option: the agent drafts sensible defaults, asks only about materially branching or safety-sensitive choices, compares three concepts, and continues through design, build, and QA. Every project runs one minimum QA path covering real startup, rendering, input, a complete loop, an outcome, restart, and explicit limitations. It does not require a human playtest or a separate approval report. Choose director when you want to pick the concept yourself.

Claude Code

/plugin marketplace add worldwonderer/novel-to-game
/plugin install novel-to-game@novel-to-game-skills
/novel-to-game:novel-to-game quick

Codex

codex plugin marketplace add worldwonderer/novel-to-game
codex plugin add novel-to-game@novel-to-game-skills

Kimi Code 0.27 or newer

/plugins install https://github.com/worldwonderer/novel-to-game
/reload
/skill:novel-to-game quick

Workflow

The orchestrator locks PRODUCT_BRIEF.md, then hands the adaptation through six stages with separate ownership. Concept, experience/level design, and art direction remain distinct, while acceptance checks only scope consistency and the six-effect minimum playable contract.

Novel → Source analysis → Concept → World design → Art direction → Build → QA → Playable game

Build targets the chosen runtime and prepares one verification entry point; QA runs it once and records the six minimum player-visible effects with real execution evidence. Capability-specific regression checks run only when that capability is actually adopted. No human-playtest gate or duplicate QA report is required. Source identity, public hosting, marketing, rights, subjective fun, and publication quality are not machine-proven by this QA record.

Skills

Skill Responsibility

novel-to-game Confirm requirements, choose a mode, orchestrate stage handoffs, and recover progress

novel-game-analyze Extract cited rules, verbs, spaces, agents, systems, and signature moments

game-concept Generate three materially different directions, reject invalid options, and choose one

game-world-design Define the player promise, core loop, world response, systems, levels, failure, and outcomes

game-art-direction Define camera, composition, visual grammar, colour, light, materials, HUD, motion, and sound

game-build Compress an approved build brief and drive implementation to a fully playable build

game-qa Verify commands, states, screenshots, and real play paths without overstating subjective results

Artifacts

Each run creates a compact, self-contained adaptation workspace:

game-adaptations/<project>/
  PRODUCT_BRIEF.md
  analysis/SOURCE_BIBLE.md
  concepts/CONCEPT.md
  design/GAME_DESIGN.md
  design/ART_DIRECTION.md
  build/BUILD_BRIEF.md
  build/app/
  qa/verification.json
  _progress.md

Core design documents remain i

常见问题

What is novel-to-game?

novel-to-game is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by worldwonderer. Agent Skills that turn novels into source-grounded, fully playable games for Claude Code, Codex, and Kimi Code(K3). It has 691 GitHub stars.

Is novel-to-game safe to use?

Yes. novel-to-game passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.

How do I install novel-to-game?

Clone the repository with "git clone https://github.com/worldwonderer/novel-to-game" and add it to your Claude Code skills directory (see the Installation section above).

What programming language is novel-to-game written in?

novel-to-game is primarily written in Markdown. It is open-source under worldwonderer on GitHub, so you can review or fork the full source.

Are there alternatives to novel-to-game?

Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh novel-to-game against similar tools.

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