unikit-gd-apply

Solid

Dispatch an explicit, user-dictated set of edits that spans TWO OR MORE zones of the GDD — the master spec, systems, content types, and flows — in one ordered pass. Writes nothing itself: it resolves each delta to its (target, zone), orders them so a system change lands before the content or flow that depends on it, delegates each to the owning skill (/unikit-gd-spec, /unikit-gd-system, /unikit-gd-content, /unikit-gd-flow), and closes with one /unikit-gd-verify pass. Use when you already know the changes and they touch more than one part of the design, e.g. "apply these GDD changes", "update the combat system and its loot and the boss flow". It also takes a /unikit-gd-review report file (applies its apply-ready bucket), and a bare /unikit-gd-apply reads the last /unikit-gd-verify output in the session. For a single-zone change call its owner directly; to research an open question use /unikit-gd-explore first.

Data & Documents 16 stars 1 forks Updated 5 days ago MIT

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Quality Score: 84/100

Stars 20%
41
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# Game Design — Multi-Zone Edit Dispatcher Apply **a set of explicit, user-dictated edits that crosses more than one zone of the GDD** — the master spec (`GAME.md` + roster), systems, content types, and flows — in a single ordered pass. This skill is a **dispatcher, not an author**: it owns **nothing** and writes **nothing**. For each delta it resolves the `(target, zone)`, orders the set so the change graph stays causally fresh, hands each delta to the zone that owns it (`unikit-gd-spec` / `unikit-gd-system` / `unikit-gd-content` / `unikit-gd-flow`), and closes with **one** consistency pass (`unikit-gd-verify`). The actual writing — sections, registry facts, version bumps, `[gen]` re-renders — happens **inside the owner skills**, under their collaborative protocol and delta discipline; this skill never bypasses it. **Three input shapes.** (1) **No argument** — the bare `/unikit-gd-apply` reads the **last `unikit-gd-verify` output in this session** (free-text prose, no fence) and lifts its apply-ready deltas; this is verify's handoff path (verify ends on a bare `/unikit-gd-apply`). (2) **Prose deltas** typed directly as the argument. (3) A **`unikit-gd-review` report file** (`reviews/*_review-*.md`) — this skill reads the file's **`## Apply-ready`** bucket as the delta set (the **`## Research`** bucket is `unikit-gd-explore`'s job, not this skill's). All three flow through the same routing, ordering, and closing verify below. If the bare call finds no recent verify deltas i...

Details

Author
NintendaDev
Repository
NintendaDev/unikit-ai
Created
3 months ago
Last Updated
5 days ago
Language
Shell
License
MIT

Similar Skills

Semantically similar based on skill content — not just same category

Code & Development Solid

unikit-gd-verify

Mechanical consistency check for game design — answers "is the design consistent with itself?" — plus changed-scope impact analysis across all three GDD axes: systems, flows, and content types. Offline and deterministic: greps the facts registry against the documents (numbers, terms, IDs, duplicate & dangling references, roster↔disk, map freshness, Depends 3-way, status/version, AC presence, placeholder leaks, flow & content schema), and from a git diff computes which dependent systems, flows, and content a change affects. Scope is inferred: a named document checks that document; an unverified diff triggers a changed-scope pass; otherwise everything. Use when the user wants a consistency or impact check, e.g. "verify the design", "what did this change affect", "find broken references in the design". Conflicts triage into four tracks; the entailed fixes hand off to /unikit-gd-apply in one pass. This is the mechanical pass — for a subjective "is this design good" quality critique use /unikit-gd-review.

16 Updated 5 days ago
NintendaDev
Data & Documents Solid

unikit-gd-spec

Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

16 Updated 5 days ago
NintendaDev
AI & Automation Solid

unikit-gd-review

Qualitative quality review of game design documents — answers "is this design good, and does it follow best practices?" — across all three GDD axes: systems, flows, and content types. Fans out adversarial lenses (completeness, clarity, pillar alignment, systems-math, fantasy-delivery, feasibility, scope) plus domain lenses that check it against the game-design rules, each prompted to find problems rather than validate; produces a severity-graded verdict and a two-bucket report (apply-ready fixes vs research), handed to /unikit-gd-apply or /unikit-gd-explore in one move. Scope is inferred: a named system, flow, or content type reviews that document; "all" runs a cross-document review. Use when the user wants a critique, quality judgment, or rules check of the design, e.g. "review the combat GDD", "review the onboarding flow". This is the subjective quality pass — for a mechanical consistency check (numbers, terms, IDs, references matching the registry) use /unikit-gd-verify.

16 Updated 5 days ago
NintendaDev