Design or tune a combat loop including enemy roles, feedback, pacing, damage model, and skill expression. Use for combat-heavy slices and balance passes.
Audit or frame engine-specific project setup, folder conventions, packages/plugins, and build assumptions. Use for Godot, Unity, or Unreal setup and repo structure decisions.
Specify a single player mechanic with verbs, inputs, feedback, tuning surfaces, edge cases, and testability. Use for movement, abilities, interactions, or systemic verbs.
Design or implement one UI flow with screen states, transitions, copy needs, and validation. Use for menus, HUD flows, settings, or onboarding screens.
Audit a feature or build for control, readability, timing, color, subtitle, and assist-option risks. Use during feature review or release prep.
Write or revise an ADR for technical decisions with significant maintenance, performance, or pipeline impact. Do not use for tiny local refactors.
Create a lightweight art direction pack with pillars, references, asset priorities, readability, and pipeline constraints. Use early in visual development or when coherence drifts.
Create an audio direction pack covering pillars, mix hierarchy, sonic language, and implementation priorities. Use early or when the game lacks coherent sound direction.