unikit-gd-recon

Solid

Cold-start brownfield reconnaissance — reconstruct the WHOLE game design from an existing codebase when there is no GDD yet. Optionally accepts a free-text game description, notes, or reference links to guide and enrich the scan. Use when the user wants to build the game design from the code, e.g. "create a GDD from this codebase", "reconstruct the design from our code — it's a roguelike deck-builder", "build a design doc from the existing project, here are some refs". Scans the project (engine auto-detected), extracts a system roster + dependency graph and content-type schemas / resources / entities into one passive .unikit/gamedesign/RECON.md, tags every fact provenance:extracted-from-code, and writes a mandatory Intent Gap for what code cannot know (pillars, fantasy, the "why"). Writes nothing else and calls no skill. STRICTLY whole-project cold-start — if a GDD already exists and the user wants a specific part investigated, use /unikit-gd-explore (code lens); to author the GDD use /unikit-gd-spec.

AI & Automation 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 — Brownfield Reconnaissance (code → RECON.md) Reconstruct **candidate** design facts from a working codebase into one passive `RECON.md`, for the brownfield case the rest of the module cannot serve: a team with a **live game and no GDD** has nothing to import — the only source of design facts is the code itself. This skill quantises that one allowed crossing of the one-way boundary into a **read-only research verb**: it reads code, writes a single document, and **calls no one**. **This skill is honest about its limit.** Code carries *structure*, never *intent*. It yields a roster, a dependency graph, content schemas — a **skeleton**. It cannot yield pillars, the target fantasy, or the "why". A filled-but-soulless GDD is **worse** than an empty one, so every reconstructed fact is tagged `provenance: extracted from code` (held to ≥ Major on review) and everything code cannot answer goes into a mandatory **`## Intent Gap`** for a human to fill. The membrane is one-directional: **code → `RECON.md` → (ordinary import)**. Downstream, `RECON.md` is just a document. **This skill writes only `RECON.md` and invokes no skill.** It has **no `Skill` tool** — the dispatch to `/unikit-gd-spec` is a printed *recommendation*, never an inline call (the same mechanical guarantee `unikit-gd-apply` gets from owning no `Write`). **Optional seed — what the user may pass in.** Recon runs with **no argument** (scan the whole project) or with an **optional seed**: a free-text game de...

Details

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

Similar Skills

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AI & Automation Solid

unikit-gd-explore

Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.

16 Updated 5 days ago
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AI & Automation Solid

unikit-gd-brainstorm

Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.

16 Updated 5 days ago
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Data & Documents Solid

unikit-gd-docs

Render the GAME-DESIGN document (the GDD) into a human-readable form — read-only Markdown chapters under docs/design/ (index, systems, flows, content, economy, glossary), with facts resolved inline from GD-IDS.yaml and drafts flagged 🚧. Optional --web also renders an HTML site from the unikit-docs template (falls back to Markdown-only if the template is absent). Use to export or publish the design for people to read, e.g. "render the GDD", "export the game design to docs", "generate readable design docs", "publish the GDD", "make a design doc site". Read-only — it never edits the GDD or registry, only renders it. This renders the game DESIGN — for the project's CODE documentation (README, docs/*, modules, architecture) use /unikit-docs.

16 Updated 5 days ago
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