striderZA
UserOpenCode port of the original Claude-Code-Game-Studios framework ๐ค
Categories
Indexed Skills (50)
architecture-review
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
create-control-manifest
After architecture is complete, produces a flat actionable rules sheet for programmers โ what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
propagate-design-change
When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
art-bible
Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /concept-brainstorm is approved and before /map-systems or any GDD authoring begins.
art-generate
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
asset-audit
Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
asset-spec
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
team-audio
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
architecture-decision
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
concept-brainstorm
Guided game concept ideation โ from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
create-architecture
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
gate-check
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.
help
Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do
init-template
First-time repo setup for new projects. Transforms the cloned OCGS template into a clean, ready-to-use game project with your own identity.
map-systems
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
project-stage-detect
Automatically analyze project state, detect stage, identify gaps, and recommend next steps based on existing artifacts. Use when user asks 'where are we in development', 'what stage are we in', 'full project audit'.
setup-engine
Configure the project's game engine and version. Pins the engine in AGENTS.md, detects knowledge gaps, and populates engine reference docs via webfetch when the version is beyond the LLM's training data.
start
First-time onboarding โ asks where you are, then guides you to the right workflow or to pre-workflow exploration. No assumptions.
balance-check
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
consistency-check
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach โ reads registry then targets only conflicting GDD sections rather than full document reads.
content-audit
Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.
design-review
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
design-system
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
estimate
Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
quick-design
Lightweight design spec for small changes โ tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
review-all-gdds
Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins.
scope-check
Analyze a feature or sprint for scope creep by comparing current scope against the original plan. Flags additions, quantifies bloat, and recommends cuts. Use when user says 'any scope creep', 'scope review', 'are we staying in scope'.
team-combat
Orchestrate the combat team: coordinates game-designer, gameplay-programmer, ai-programmer, technical-artist, sound-designer, and qa-tester to design, implement, and validate a combat feature end-to-end.
team-level
Orchestrate level design team: level-designer + narrative-director + world-builder + art-director + systems-designer + qa-tester for complete area/level creation.
team-live-ops
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
team-narrative
Orchestrate the narrative team: coordinates narrative-director, writer, world-builder, and level-designer to create cohesive story content, world lore, and narrative-driven level design.
explore
Pre-workflow rapid prototyping for exploring multiple game ideas before committing to a development workflow. Produces lightweight reports with no workflow commitment.
hybrid-prototype
Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.
prototype
Rapid prototyping workflow. Skips normal standards to quickly validate a game concept or mechanic. Produces throwaway code and a structured prototype report.
automated-smoke-test
Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes.
bug-report
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
bug-triage
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
perf-profile
Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
qa-plan
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when starting a major feature.
regression-suite
Map test coverage to GDD critical paths, identify fixed bugs without regression tests, flag coverage drift from new features, and maintain tests/regression-suite.md. Run after implementing a bug fix or before a release gate.
security-audit
Audit the game for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure, and input validation gaps. Produces a prioritised security report with remediation guidance. Run before any public release or multiplayer launch.
skill-improve
Improve a skill using a test-fix-retest loop. Runs static checks, proposes targeted fixes, rewrites the skill, re-tests, and keeps or reverts based on score change.
skill-test
Validate skill files for structural compliance and behavioral correctness. Three modes: static (linter), spec (behavioral), audit (coverage report).
smoke-check
Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.
soak-test
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
team-polish
Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.
team-qa
Orchestrate the QA team through a full testing cycle. Coordinates qa-lead (strategy + test plan) and qa-tester (test case writing + bug reporting) to produce a complete QA package for a sprint or feature. Covers: test plan generation, test case writing, smoke check gate, manual QA execution, and sign-off report.
test-evidence-review
Quality review of test files and manual evidence documents. Goes beyond existence checks โ evaluates assertion coverage, edge case handling, naming conventions, and evidence completeness. Produces ADEQUATE/INCOMPLETE/MISSING verdict per story. Run before QA sign-off or on demand.
Bio shown is the top-scored skill's repo description as a fallback โ real GitHub bios land in a future update.