| name | hexgame-implementation-review |
| description | Checklist-driven review of a game codebase against the HexGame architecture specification (dependency direction, commands, snapshots, effects, testing). Use when the user asks whether a project is HexGame-compliant, compatible, or strict per Section 27 of the spec. |
| disable-model-invocation | true |
HexGame implementation review
Read spec/hexgame-architecture.md (normative) for definitions. This skill is a read-oriented audit unless the user explicitly asks for code edits.
Checklist
- Dependency rule (Section 6): Does domain/application code avoid direct references to engines, UI frameworks, sockets, and file APIs where the spec forbids them?
- Commands (Section 8): Does gameplay input reach the core as technology-neutral commands, not raw device or engine events?
- Authoritative state (Section 9): Is simulation truth owned by core types, not engine scene objects?
- Tick (Section 10): Is time and randomness controlled at boundaries where the spec expects?
- Snapshots (Section 11): Do renderers consume snapshots or read models instead of mutating domain state?
- Effects (Section 13): Are audio, particles, and similar side effects executed in adapters, not inside domain rules?
- Testing (Section 21): Can core logic be tested without GPU, window, or engine runtime?
- Networking (Section 16): For multiplayer, does the server remain authoritative over state?
Output format
Summarize as:
- Compliance guess: HexGame-Compatible / HexGame-Compliant / HexGame-Strict / Not aligned (see spec Section 27), with justification.
- Evidence: File or module references that support each major checklist item.
- Gaps: Concrete violations with suggested remediation direction (no large unsolicited refactors).