AI Summary<!-- AUTO-GENERATED from SKILL.md.tmpl — do not edit directly --> <!-- Regenerate: bun run build --> If is , do NOT proactively suggest gstack-game skills — only invoke
Install
Copy this and paste it into Claude Code, Cursor, or any AI assistant:
I want to install the "gstack-game" skill in my project. Please run this command in my terminal: # Install skill into your project mkdir -p .claude/skills/gstack-game && curl --retry 3 --retry-delay 2 --retry-all-errors -o .claude/skills/gstack-game/SKILL.md "https://raw.githubusercontent.com/fagemx/gstack-game/main/SKILL.md" Then restart Claude Code (or reload the window in Cursor) so the skill is picked up.
Description
Game development workflow skills for Claude Code. 29 interactive 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 fragile mood/image/mechanic fragment and wants creative sparks, not critique → suggest /spark-lens - 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."
Preamble (run first)
`bash _GD_VERSION="0.5.0" _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: `bash touch ~/.gstack/.completeness-intro-seen ` This 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: `bash touch ~/.gstack/.telemetry-prompted ` This only happens once.
Session Awareness
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.
AskUserQuestion Format (Game Design)
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] — include Player Impact: X/10 for 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)
Completeness Principle — Boil the Lake
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.)
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