paulitaquack204
UserReview, score, and improve game design and code with 28 Claude Code skills for the full game development workflow
Categories
Indexed Skills (36)
game-direction
Game direction review from producer/creative director perspective. Challenges premises, evaluates scope, market positioning, and strategic alignment.
game-ideation
Interactive game concept brainstorming. Structures raw ideas into Fantasy/Loop/Twist, challenges assumptions with forcing questions, and validates with Iceberg framework.
contribute-review
Use when a GitHub Issue with domain knowledge (gotcha, benchmark, forcing question, scoring calibration) needs to be integrated into a skill's references/ files. Reads the Issue, converts to proper format, checks for contradictions, creates a PR. Run as: /contribute-review #123 or /contribute-review scan.
issue-action
Implement an approved plan for a gstack-game GitHub issue. Reads deep-dive artifacts, creates feature branch, executes plan steps, runs build+test, creates PR. Run after /issue-plan when plan is approved.
issue-create
Create GitHub issues for gstack-game improvements — skill gaps, wrong benchmarks, new skill proposals, template bugs. Maps conversation context into actionable issues with proper labels and skill references.
issue-pipeline
End-to-end issue pipeline: plan → implement → review → merge. Dispatches parallel sub-agents with worktree isolation. Usage: /issue-pipeline 33 34 35 [--skip-plan] [--skip-review] [--no-merge]
issue-plan
Start working on a gstack-game GitHub issue with a three-phase deep-dive workflow (research → innovate → plan). Reads affected skills, explores solution approaches, produces implementation plan, posts all phases to the issue. Run as: /issue-plan 123
pr-review-loop
Iteratively review PR, post comment, fix issues, and re-review until LGTM
skill-review
Use when you need to assess the quality of a gstack-game skill, decide which skill to improve next, or refactor a skill for progressive disclosure. Run on a single skill or scan all skills. Not for reviewing game designs (use /game-review) or code (use /gameplay-implementation-review).
gstack-game
Game development workflow skills for Claude Code. 22 interactive review skills for game development — strongest in design review and planning, with dev-phase support. When you notice the user is at these stages, suggest the appropriate skill: - User has a PDF/doc/notes they want to turn into a GDD → suggest /game-import - Brainstorming a game idea → suggest /game-ideation - Reviewing a game plan (strategy/direction) → suggest /game-direction - Reviewing a game design document → suggest /game-review - Reviewing technical architecture for a game → suggest /game-eng-review - Reviewing game economy or balance → suggest /balance-review - Simulating player experience → suggest /player-experience - Reviewing game UI/UX → suggest /game-ux-review - Evaluating a game pitch or proposal → suggest /pitch-review - Code review on a game project → suggest /gameplay-implementation-review - QA testing a game → suggest /game-qa - Ready to ship / create PR for a game → suggest /game-ship - Debugging a game bug → suggest /game-de
asset-review
Asset pipeline QA. Checks naming conventions, file formats, performance budgets, style consistency (deviation counting, not quality judgment), and pipeline health. Use when you have game assets to audit — NOT for in-engine visual review (use /game-visual-qa) or architecture review (use /game-eng-review).
balance-review
Use when a game has numbers that need checking — difficulty curves, currency flow, gacha rates, progression pacing, grind ratios, or pay-to-win concerns. Not for visual design, narrative, core loop evaluation (use /game-review), or player experience walkthrough (use /player-experience).
build-playability-review
Use when a prototype or build exists and you need to know: is this worth playing? Not QA (use /game-qa for bugs), not feel (use /feel-pass for responsiveness), not code (use /gameplay-implementation-review). This evaluates the EXPERIENCE: does the loop close, does the session hold, does the player want to come back.
careful
Safety mode. Warns before destructive commands (rm -rf, DROP TABLE, git push -f, force delete). Does NOT restrict file editing scope — use /guard for that.
feel-pass
Use when a prototype or playable build exists and you need to know if a mechanic feels alive or dead — responsiveness, impact, rhythm, feedback chains, dead time. Not for GDD review (use /game-review), not for code review (use /gameplay-implementation-review), not for bug hunting (use /game-debug). Requires a playable build or detailed video of gameplay.
game-codex
Adversarial second opinion for game code and design. Independent review from a fresh context, focused on game-specific failure modes. 3-pass exploit methodology (attack surface → systematic scan → creative exploitation), design challenge with fallacy detection, and structured consulting.
game-debug
Game debugging and root cause analysis. Analyzes crash dumps, performance bottlenecks, physics glitches, network desync, and gameplay bugs through structured hypothesis testing.
game-docs
Game release documentation update. Generates player-facing patch notes, internal changelog, and updates all project documentation after a release.
game-eng-review
Game technical architecture review. Evaluates engine choice, rendering pipeline, networking, physics, data persistence, and platform adaptation.
game-import
Import and standardize game design documents from any format (PDF, Notion export, Google Doc, chat logs, verbal description) into the gstack-game standard markdown structure at docs/gdd.md. Gateway skill — run this first before /game-review or any other review skill.
game-qa
Systematic game QA. Tests functional correctness, visual quality, performance, audio, input, compatibility, localization, and progression integrity.
game-retro
Game development sprint/milestone retrospective. Tracks feature completion, bug density trends, velocity, and team health with quantitative metrics.
game-review
Trigger: User wants a structured review of a Game Design Document (GDD). Use when: "review my GDD", "game review", "check my game design", "how's my GDD", "/game-review", or user has a docs/gdd.md and asks for design feedback. Do NOT use when: User wants code review (use /review), balance-specific analysis (use /balance-review), or brainstorming from scratch (use /game-ideation).
game-ship
Game release workflow. Build, test, changelog, PR, platform submission. Supports Steam, App Store, Google Play, Web, and custom pipelines.
game-ux-review
Game UI/UX review. Evaluates HUD readability, menu flow, shop interface, tutorial UI, controller/touch adaptation, and accessibility.
game-visual-qa
Visual QA for games. Reviews art style consistency, UI alignment, animation quality, screen adaptation, and visual polish.
gameplay-implementation-review
Use when a PR or code change exists for a game project and you need to review it for both code quality AND design intent survival. Evolved from /game-code-review — adds Pass 0 checking whether design intent from handoff survived implementation. Not for reviewing design docs (use /game-review), not for feel evaluation (use /feel-pass), not for playability (use /build-playability-review).
guard
Full safety mode. Combines /careful (destructive command warnings) with file scope restriction. Prevents editing files outside a specified directory.
implementation-handoff
Use when a prototype slice plan exists and you need to translate design intent into a build package that a coding agent or developer can execute. Not for deciding what to build (use /prototype-slice-plan), not for reviewing built code (use /gameplay-implementation-review), not for evaluating architecture (use /game-eng-review).
pitch-review
Game pitch/proposal review — triggered when user has a game concept, pitch deck, or GDD to evaluate. Scores market positioning, differentiation, feasibility, business case, and pitch quality. Outputs a weighted Pitch Health Score with GREENLIGHT / PROTOTYPE FIRST / PIVOT / PASS recommendation.
plan-design-review
Designer's eye plan review for games. Rates 7 design dimensions 0-10, explains what a 10 looks like, then fixes the plan to get there. Use when a game plan exists but UI/UX decisions need to be specified before implementation. Proactively suggest when the user has a plan with UI components that should be reviewed before building.
player-experience
First-person player experience walkthrough — simulates playing the game as a specific persona, narrating moment-by-moment what the player sees, feels, and does. Use when you want to find friction, confusion, and churn risks through role-play rather than analysis.
playtest
Playtest protocol design. Creates test plans, defines observation metrics, structures feedback collection, and designs data analysis frameworks.
prototype-slice-plan
Use when design review is done and you need to decide what to build FIRST — which slice, what hypothesis to test, what to fake, what failure looks like. Not for brainstorming (use /game-ideation), not for reviewing a GDD (use /game-review), not for handing off to implementation (use /implementation-handoff after this skill).
triage
Entry point for new users. Detects project state from existing artifacts, asks 0-2 targeted questions, and routes to the right skill. Run this when you don't know which gstack-game skill to start with.
unfreeze
Deactivate /guard scope restriction. Returns to normal editing mode.
Bio shown is the top-scored skill's repo description as a fallback — real GitHub bios land in a future update.