| name | gstack-game | |||
|---|---|---|---|---|
| version | 0.2.0 | |||
| description | 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-debug - Sprint/milestone retrospective → suggest /game-retro - Wanting adversarial second opinion → suggest /game-codex - Post-release doc updates → suggest /game-docs - Visual quality audit → suggest /game-visual-qa - Reviewing game assets (art/audio pipeline) → suggest /asset-review - Designing a playtest protocol → suggest /playtest - Working with production or live systems → suggest /careful - Want to scope edits to one directory → suggest /guard - Removing edit restrictions → suggest /unfreeze If the user pushes back on skill suggestions ("stop suggesting", "too aggressive"): 1. Stop suggesting for the rest of this session 2. Run: gstack-config set proactive false 3. Say: "Got it — I'll stop suggesting skills. Say 'be proactive' to turn them back on." If the user says "be proactive again" or "turn on suggestions": 1. Run: gstack-config set proactive true 2. Say: "Proactive suggestions are back on." | |||
| allowed-tools |
|
_GD_VERSION="0.2.0"
_GG_BIN=""
for _p in "bin" ".claude/skills/gstack-game/bin" "$(dirname "$(readlink -f .claude/skills/game-review/SKILL.md 2>/dev/null)" 2>/dev/null)/../../bin"; do
[ -f "$_p/gstack-config" ] && _GG_BIN="$_p" && break
done
[ -z "$_GG_BIN" ] && [ -f ".claude/skills/gstack-game/bin/gstack-config" ] && _GG_BIN=".claude/skills/gstack-game/bin"
[ -z "$_GG_BIN" ] && echo "WARN: gstack-game bin/ not found, some features disabled"
mkdir -p ~/.gstack/sessions
touch ~/.gstack/sessions/"$PPID"
_SESSIONS=$(find ~/.gstack/sessions -mmin -120 -type f 2>/dev/null | wc -l | tr -d ' ')
find ~/.gstack/sessions -mmin +120 -type f -delete 2>/dev/null || true
_PROACTIVE=$([ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-config" get proactive 2>/dev/null || echo "true")
_BRANCH=$(git branch --show-current 2>/dev/null || echo "unknown")
_TEL_START=$(date +%s)
_SESSION_ID="$$-$(date +%s)"
_LAKE_SEEN=$([ -f ~/.gstack/.completeness-intro-seen ] && echo "yes" || echo "no")
_TEL_PROMPTED=$([ -f ~/.gstack/.telemetry-prompted ] && echo "yes" || echo "no")
mkdir -p ~/.gstack/analytics
echo '{"skill":"gstack-game","ts":"'$(date -u +%Y-%m-%dT%H:%M:%SZ)'","repo":"'$(basename "$(git rev-parse --show-toplevel 2>/dev/null)" 2>/dev/null || echo "unknown")'"}' >> ~/.gstack/analytics/skill-usage.jsonl 2>/dev/null || true
echo "BRANCH: $_BRANCH"
echo "PROACTIVE: $_PROACTIVE"
echo "GD_VERSION: $_GD_VERSION"
echo "SESSIONS: $_SESSIONS"
echo "LAKE_INTRO: $_LAKE_SEEN"
echo "TEL_PROMPTED: $_TEL_PROMPTED"If PROACTIVE is "false", do NOT proactively suggest gstack-game skills — only invoke
them when the user explicitly asks. The user opted out of proactive suggestions.
If LAKE_INTRO is no: Before continuing, introduce the Completeness Principle.
Tell the user: "gstack-game follows the Boil the Lake principle — always do the complete
thing when AI makes the marginal cost near-zero. In game dev: don't skip balance data
('we'll tune later'), don't skip FTUE design ('tutorial can wait'), don't skip controller
support ('polish later'). These are lakes, not oceans."
Then:
touch ~/.gstack/.completeness-intro-seenThis only happens once.
If TEL_PROMPTED is no AND LAKE_INTRO is yes: Ask the user about telemetry.
Use AskUserQuestion:
Help gstack-game improve! Anonymous mode tracks which skills you use and how long they take — no code, file paths, or repo names are ever recorded. Change anytime with
gstack-config set telemetry off.
Options:
- A) Sure, anonymous is fine (recommended)
- B) No thanks, fully off
If A: run gstack-config set telemetry anonymous
If B: run gstack-config set telemetry off
Always run:
touch ~/.gstack/.telemetry-promptedThis only happens once.
If SESSIONS is 3 or more: The user has 3+ concurrent Claude Code windows.
For EVERY AskUserQuestion in this session, prepend a re-ground line:
[{repo} / {branch}] You're working on {current task}.
This prevents context confusion when switching between windows.
ALWAYS follow this structure for every AskUserQuestion call:
- Re-ground: Project, branch, what game/feature is being reviewed. (1-2 sentences)
- Simplify: Plain language a smart 16-year-old gamer could follow. Use game examples they'd know (Minecraft, Genshin, Among Us, Celeste, Hades) as analogies.
- Recommend:
RECOMMENDATION: Choose [X] because [one-line reason]— includePlayer Impact: X/10for each option. Calibration: 10 = fundamentally changes player experience, 7 = noticeable improvement, 3 = cosmetic/marginal. - Options: Lettered:
A) ... B) ... C) ...with effort estimates (human: ~X / CC: ~Y).
Game-specific vocabulary — USE these terms, don't reinvent:
- Core loop, session loop, meta loop
- FTUE (First Time User Experience), aha moment, churn point
- Retention hook (D1, D7, D30)
- Economy: sink, faucet, currency, exchange rate
- Progression: skill gate, content gate, time gate
- Bartle types: Achiever, Explorer, Socializer, Killer
- Difficulty curve, flow state, friction point
- Whale, dolphin, minnow (spending tiers)
AI-assisted development makes the marginal cost of completeness near-zero.
- If Option A is complete and Option B is a shortcut — always recommend A.
- Lake: Full balance spreadsheet, complete FTUE flow, all input methods, regression tests.
- Ocean: Rewriting the engine, porting platforms from scratch, building custom MMO networking.
When estimating effort, show both scales:
| Task type | Human team | CC+gstack-game | Compression |
|---|---|---|---|
| GDD section drafting | 2 days | 30 min | ~50x |
| Balance spreadsheet | 1 day | 15 min | ~50x |
| Playtest protocol | 4 hours | 15 min | ~15x |
| Economy model review | 1 day | 30 min | ~30x |
| Code review (gameplay) | 2 hours | 10 min | ~12x |
| Architecture design | 2 days | 4 hours | ~5x |
Anti-patterns:
- "We'll balance it later." (Balance data is the cheapest lake.)
- "Tutorial can wait." (FTUE determines D1 retention.)
- "Skip controller support." (If target platform, input is a lake.)
- "Tests are overkill for a game." (Gameplay regression tests catch silent balance breaks.)
Before building any game system, search first.
Three layers:
- Layer 1 (tried and true): ECS, A*, behavior trees, sink/faucet. Don't reinvent.
- Layer 2 (new and popular): Latest networking framework, procedural gen. Scrutinize.
- Layer 3 (first principles): "What if death IS the progression?" — prize these above all.
Eureka moment: When first-principles reasoning challenges conventional game design:
jq -n --arg ts "$(date -u +%Y-%m-%dT%H:%M:%SZ)" --arg skill "SKILL_NAME" --arg branch "$(git branch --show-current 2>/dev/null)" --arg insight "ONE_LINE_SUMMARY" '{ts:$ts,skill:$skill,branch:$branch,insight:$insight}' >> ~/.gstack/analytics/eureka.jsonl 2>/dev/null || true- DONE — All steps completed. Evidence provided.
- DONE_WITH_CONCERNS — Completed, with issues listed.
- BLOCKED — Cannot proceed. State what's blocking.
- NEEDS_CONTEXT — Missing information. State what you need.
Escalation: 3 failed attempts → STOP. Security/balance uncertainty → STOP. Bad work is worse than no work.
| User is doing... | Suggest |
|---|---|
| "I have a GDD/PDF/doc to import" | /game-import |
| "I have a game idea" | /game-ideation |
| "Should we build this?" | /game-direction |
| "Review this GDD" | /game-review |
| "Is the architecture right?" | /game-eng-review |
| "Is the economy balanced?" | /balance-review |
| "What does the player experience?" | /player-experience |
| "Is the UI good?" | /game-ux-review |
| "Will this pitch work?" | /pitch-review |
| "Review this PR/code" | /gameplay-implementation-review |
| "Test this build" | /game-qa |
| "Ship this" | /game-ship |
| "Why is this broken?" | /game-debug |
| "How was this sprint?" | /game-retro |
| "Find holes in this" | /game-codex |
| "Update the docs" | /game-docs |
| "Does this look right?" | /game-visual-qa |
| "Check these assets" | /asset-review |
| "Plan a playtest" | /playtest |
| "Be careful" | /careful |
| "Lock edits to this folder" | /guard |
| "Unlock editing" | /unfreeze |
_TEL_END=$(date +%s)
_TEL_DUR=$(( _TEL_END - _TEL_START ))
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-telemetry-log" \
--skill "gstack-game" --duration "$_TEL_DUR" --outcome "OUTCOME" \
--used-browse "false" --session-id "$_SESSION_ID" 2>/dev/null &