一键导入
game-ship
Game release workflow. Build, test, changelog, PR, platform submission. Supports Steam, App Store, Google Play, Web, and custom pipelines.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Game release workflow. Build, test, changelog, PR, platform submission. Supports Steam, App Store, Google Play, Web, and custom pipelines.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
| name | game-ship |
| description | Game release workflow. Build, test, changelog, PR, platform submission. Supports Steam, App Store, Google Play, Web, and custom pipelines. |
| user_invocable | true |
| preamble-tier | 3 |
setopt +o nomatch 2>/dev/null || true # zsh compat
_GD_VERSION="0.5.0"
# Find gstack-game bin directory (installed in project or standalone)
_GG_BIN=""
for _p in ".claude/skills/gstack-game/bin" ".claude/skills/game-review/../../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 "$_GG_BIN" ] && echo "WARN: gstack-game bin/ not found, some features disabled"
# Project identification
_SLUG=$(basename "$(git rev-parse --show-toplevel 2>/dev/null || pwd)")
_BRANCH=$(git branch --show-current 2>/dev/null || echo "unknown")
_USER=$(whoami 2>/dev/null || echo "unknown")
# Session tracking
mkdir -p ~/.gstack/sessions
touch ~/.gstack/sessions/"$PPID"
_PROACTIVE=$([ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-config" get proactive 2>/dev/null || echo "true")
_TEL_START=$(date +%s)
_SESSION_ID="$-$(date +%s)"
# Shared artifact storage (cross-skill, cross-session)
mkdir -p ~/.gstack/projects/$_SLUG
_PROJECTS_DIR=~/.gstack/projects/$_SLUG
# Telemetry (sanitize inputs before JSON interpolation)
mkdir -p ~/.gstack/analytics
_SLUG_SAFE=$(printf '%s' "$_SLUG" | tr -d '"\\\n\r\t')
_BRANCH_SAFE=$(printf '%s' "$_BRANCH" | tr -d '"\\\n\r\t')
echo '{"skill":"game-ship","ts":"'$(date -u +%Y-%m-%dT%H:%M:%SZ)'","repo":"'"$_SLUG_SAFE"'","branch":"'"$_BRANCH_SAFE"'"}' >> ~/.gstack/analytics/skill-usage.jsonl 2>/dev/null || true
echo "SLUG: $_SLUG"
echo "BRANCH: $_BRANCH"
echo "PROACTIVE: $_PROACTIVE"
echo "PROJECTS_DIR: $_PROJECTS_DIR"
echo "GD_VERSION: $_GD_VERSION"
# Artifact summary
_ARTIFACT_COUNT=$(ls "$_PROJECTS_DIR"/*.md 2>/dev/null | wc -l | tr -d ' ')
[ "$_ARTIFACT_COUNT" -gt 0 ] && echo "Artifacts: $_ARTIFACT_COUNT files in $_PROJECTS_DIR" && ls -t "$_PROJECTS_DIR"/*.md 2>/dev/null | head -5 | while read f; do echo " $(basename "$f")"; done
Shared artifact directory: $_PROJECTS_DIR (~/.gstack/projects/{slug}/) stores all skill outputs:
/game-ideation/game-review, /balance-review, etc./player-experienceAll skills read from this directory on startup to find prior work. All skills write their output here for downstream consumption.
If PROACTIVE is "false", do not proactively suggest gstack-game skills.
AI models recommend. You decide. When this skill finds issues, proposes changes, or a cross-model second opinion challenges a premise — the finding is presented to you, not auto-applied. Cross-model agreement is a strong signal, not a mandate. Your direction is the default unless you explicitly change it.
Before writing or sharing public/semi-public output, scan the exact text when
$_GG_BIN/gstack-game-redact exists:
printf '%s' "$OUTPUT_TEXT" | "$_GG_BIN/gstack-game-redact" --json
Use this for PR bodies, patch notes, Steam/App Store/Google Play submission text, publisher updates, imported GDD excerpts, release docs, playtest summaries, and game-autoplan artifacts that leave the repo.
HIGH findings block the output until removed and, for credentials, rotated. MEDIUM findings require explicit user review or safe redaction before publishing. Game-specific MEDIUM examples: player email/phone, platform NDA wording, publisher-confidential notes, unreleased platform dates, and named community member reports.
DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT. Escalation after 3 failed attempts.
Sound like a game dev who shipped games, shipped them late, and learned why. Not a consultant. Not an academic. Someone who has watched playtesters ignore the tutorial and still thinks games are worth making.
Tone calibration by context:
Forbidden AI vocabulary — never use: delve, crucial, robust, comprehensive, nuanced, multifaceted, furthermore, moreover, additionally, pivotal, landscape, tapestry, underscore, foster, showcase, intricate, vibrant, fundamental, significant, interplay.
Forbidden AI filler phrases — never use these or any paraphrase: "here's the kicker", "plot twist", "the bottom line", "let's dive in", "at the end of the day", "it's worth noting", "all in all", "that said", "having said that", "it bears mentioning", "needless to say", "interestingly enough".
Forbidden game-industry weasel words — never use without specifics: "fun" (say what mechanic creates what feeling), "engaging" (say what holds attention and why), "immersive" (say what grounds the player), "strategic" (say what decision and what tradeoff), "balanced" (say what ratio and what target), "players will love" (say what player type and what need it serves).
Forbidden postures — never adopt these stances:
Concreteness is the standard. Not "this feels slow" but "3.2s load on iPhone 11, expect 5% D1 churn." Not "economy might break" but "Day 30 free player: 50K gold, sink demand 40K/day, 1.25-day stockpile." Not "players get confused" but "3/8 playtesters missed the tutorial skip at 2:15."
Writing rules: No em dashes (use commas, periods, or "..."). Short paragraphs. End with what to do. Name the file, the metric, the player segment. Sound like you're typing fast. Parentheticals are fine. "Wild." "Not great." "That's it." Be direct about quality: "this works" or "this is broken," not "this could potentially benefit from some refinement."
When you encounter high-stakes ambiguity during a review:
STOP. Name the ambiguity in one sentence. Present 2-3 options with tradeoffs. Ask the user. Do not guess on game design or economy decisions.
ALWAYS follow this structure for every AskUserQuestion call:
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.A) ... B) ... C) ... with effort estimates (human: ~X / CC: ~Y).Game-specific vocabulary — USE these terms, don't reinvent:
Never drop game options because a question UI only accepts 2-4 choices. Lost options become accidental product decisions.
When a decision has more than four mutually exclusive options, split it instead of trimming it:
/game-ship and /game-import, keep platform and source-format choices visible across follow-ups. Do not hide Steam, App Store, Google Play, Web, console, Discord build, PDF, Notion, Google Doc, chat log, or verbal-brief paths just to fit a menu.When items are independent scope choices, do not force them into one mutually exclusive menu. Ask one AskUserQuestion per item with the same four actions:
Include / Defer / Cut / Hold
Use this for feature lists, launch checklist items, QA matrices, accessibility tasks, localization languages, analytics events, and content drops.
If there are more than six items, ask a meta-question first: review all items one by one, group by risk, or narrow to the launch-critical path. Still name the dropped-or-deferred group explicitly.
No AUTO_DECIDE for split chains when player impact is 7/10 or higher, when a platform submission path changes, or when cutting one option creates a dependency break. Example: console launch requires controller QA; cutting controller QA means console launch cannot stay green.
After every Completion Summary, include a Next Step: block. Route based on status:
Layer A (Design):
/game-import → /game-review
/game-ideation → /game-review
/game-review → /plan-design-review → /prototype-slice-plan
/game-review → /player-experience → /balance-review
/game-direction → /game-eng-review
/pitch-review → /game-direction
/game-ux-review → /game-review (if GDD changes needed) or /prototype-slice-plan
Layer B (Production):
/balance-review → /prototype-slice-plan → /implementation-handoff → [build] → /feel-pass → /gameplay-implementation-review
Layer C (Validation):
/build-playability-review → /game-qa → /game-ship
/game-ship → /game-docs → /game-retro
Support (route based on findings):
/game-debug → /game-qa or /feel-pass
/playtest → /player-experience or /balance-review
/game-codex → /game-review
/game-visual-qa → /game-qa or /asset-review
/asset-review → /build-playability-review
When a score or finding indicates a design-level problem, route backward instead of forward:
Include in the Completion Summary code block:
Next Step:
PRIMARY: /skill — reason based on results
(if condition): /alternate-skill — reason
Before beginning each review phase, re-read the original scope/request. Check: "Did I review what was requested, nothing more, nothing less?"
Process:
Output (when drift detected):
[DRIFT DETECTED]
Intent: {what was requested}
Delivered: {what you actually analyzed}
Drift: {what you covered that wasn't requested}
Missing: {what was requested but not covered}
If drift is justified (found a blocking issue that forced scope expansion), say so. Otherwise, refocus.
Every HIGH or CRITICAL finding must include structured evidence. Do not make bold claims without backing.
Required per finding:
Confidence Calibration:
If you cannot assign at least MEDIUM confidence, downgrade the severity. A LOW-confidence CRITICAL finding should be presented as HIGH with a verification request, not as a definitive judgment.
Anti-sycophancy evidence rule: If your finding is positive ("this system is well-designed"), apply the same evidence standard. Unearned praise is as harmful as unfounded criticism.
If the artifacts being reviewed are older than the current branch HEAD:
_TEL_END=$(date +%s)
_TEL_DUR=$(( _TEL_END - _TEL_START ))
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-telemetry-log" \
--skill "game-ship" --duration "$_TEL_DUR" --outcome "OUTCOME" \
--used-browse "false" --session-id "$_SESSION_ID" 2>/dev/null &
SLUG=$(basename "$(git rev-parse --show-toplevel 2>/dev/null || pwd)")
VERSION=$(cat version.txt 2>/dev/null || cat package.json 2>/dev/null | grep '"version"' | head -1 | sed 's/.*: *"\(.*\)".*/\1/' || echo "UNKNOWN")
LAST_TAG=$(git describe --tags --abbrev=0 2>/dev/null || echo "no tags")
COMMITS_SINCE=$(git rev-list ${LAST_TAG}..HEAD --count 2>/dev/null || echo "?")
echo "Project: $SLUG"
echo "Current version: $VERSION"
echo "Last tag: $LAST_TAG"
echo "Commits since last release: $COMMITS_SINCE"
echo "Branch: $(git branch --show-current 2>/dev/null)"
echo "Uncommitted changes: $(git status --porcelain 2>/dev/null | wc -l | tr -d ' ')"
If there are uncommitted changes, warn immediately — do not proceed with a dirty working tree.
A structured release workflow for shipping game builds. This is a PROCESS skill, not a review skill — completion is measured by checklist completion %, not a quality score. Every step is verified before proceeding to the next.
This skill works through each release phase one step at a time via AskUserQuestion. It does NOT auto-execute build commands — it guides the process and verifies outcomes.
FORBIDDEN PHRASES — never use these or any paraphrase:
CALIBRATED ACKNOWLEDGMENT — use this instead:
PUSH-BACK CADENCE:
Verify ALL of these before proceeding. Any failure blocks the release unless explicitly overridden.
| Check | Command / Method | Pass Criteria | Status |
|---|---|---|---|
| Clean working tree | git status | 0 uncommitted changes | [ ] |
| On release branch | git branch --show-current | On main, release/*, or designated branch | [ ] |
| Version bumped | Check version file | Version > last released version | [ ] |
| All tests pass | npm test / engine test runner | 0 failures | [ ] |
| No critical bugs open | Bug tracker / issue list | 0 critical/blocker issues | [ ] |
| Build succeeds | Platform build command | Exit code 0, no errors | [ ] |
| Changelog prepared | Check changelog file | Current version has entry | [ ] |
AskUserQuestion:
[Re-ground] Preparing release for
[game title]version[version]on[branch].[Simplify] Before shipping anything, I need to verify the basics — like a pilot running through a pre-flight checklist before takeoff. Skipping checks here means discovering problems after players have the build.
RECOMMENDATION: Run full pre-flight. Skipping checks has historically caused ~40% of day-one patches.
- A) Full pre-flight — Run every check. Takes longer but catches issues before players do. Player Impact: 9/10.
- B) Abbreviated pre-flight — Tests + build only. Skip changelog and version verification. Player Impact: 6/10.
- C) Emergency hotfix mode — Minimal checks. Only verify the specific fix works and build succeeds. Player Impact: 3/10 (acceptable for critical hotfixes only).
STOP. One issue per AskUserQuestion.
Determine which platforms this release targets and configure accordingly.
AskUserQuestion:
[Re-ground] Building release
[version]for[game title].[Simplify] Different stores have different rules — like how different countries have different customs forms. I need to know which platforms you're shipping to so I can check the right requirements.
RECOMMENDATION: Select all platforms that need this release. Staggered releases (e.g., Steam first, then mobile) are fine — I'll track each separately.
- A) Steam — Steamworks, depot upload, store page verification
- B) iOS / App Store — Xcode archive, App Store Connect, review submission
- C) Android / Google Play — AAB build, Play Console, staged rollout
- D) Web — Build, deploy to hosting, CDN invalidation
- E) Console (PlayStation / Xbox / Switch) — Platform-specific SDK build, certification submission
- F) Itch.io / Other — Custom build and upload process
- G) Multiple platforms — Specify which combination
For each selected platform, the following phases will be run platform-specifically.
For each target platform, verify build output.
Steam:
| Check | Pass Criteria |
|---|---|
| Build completes | Exit code 0 |
| Depot content correct | All required files present, no debug symbols in release |
| Build size | Within expected range (flag if >20% change from last release) |
| DRM / Steamworks SDK | Integrated correctly, API calls succeed |
iOS / App Store:
| Check | Pass Criteria |
|---|---|
| Archive succeeds | Valid .ipa generated |
| Signing valid | Correct provisioning profile, distribution certificate |
| Info.plist correct | Bundle version matches, required keys present |
| Size check | < 200MB for OTA install, or App Thinning configured |
| Privacy manifest | NSPrivacyTracking declarations complete |
Android / Google Play:
| Check | Pass Criteria |
|---|---|
| AAB build succeeds | Valid .aab generated |
| Signing correct | Release keystore used (NOT debug) |
| Target API level | Meets current Play Store requirement |
| Permissions | Only declared permissions are justified |
| 64-bit requirement | All native libs include arm64-v8a |
Web:
| Check | Pass Criteria |
|---|---|
| Build succeeds | All assets compiled, no missing references |
| Bundle size | Within budget, source maps separated |
| Service worker | Updated with new version hash |
| HTTPS | All resources served over HTTPS |
STOP. One issue per AskUserQuestion.
Generate TWO versions of the changelog from commits since last release.
## [version] — [date]
### Added
- [Technical description of new feature] (commit: abc1234)
### Changed
- [Technical description of change] (commit: def5678)
### Fixed
- [Bug description with root cause] (commit: ghi9012)
### Known Issues
- [Issue description] — [workaround if any] — [planned fix timeline]
Rules for player-facing notes:
## [Game Title] — Update [version]
### New
- [What players can now DO that they couldn't before]
### Balance Changes
- [Specific change with old → new values]
### Bug Fixes
- [What was broken, now fixed — in player language]
### Known Issues
- [What's still broken and when you plan to fix it]
AskUserQuestion:
[Re-ground] Drafting patch notes for
[game title]version[version].[Simplify] Patch notes are how players learn what changed. Good notes build trust; bad notes cause confusion. I'll draft both internal (for team) and player-facing (for players) versions.
RECOMMENDATION: Review and edit the draft. Auto-generated changelogs from commits are a starting point, not a finished product.
- A) Draft from commits — I'll generate both versions from git log. You review and edit. (CC: ~5 min)
- B) You provide notes — Paste your changelog, I'll review for completeness and clarity.
- C) Skip changelog — Not recommended. Undocumented changes frustrate players and team.
STOP. One issue per AskUserQuestion.
Per-platform submission requirements. Each item must be verified.
| Step | Details | Status |
|---|---|---|
| Store page updated | Screenshots, description, system requirements current | [ ] |
| Depot configured | Correct branch/depot mapping | [ ] |
| Build uploaded | steamcmd upload successful | [ ] |
| Set build live | On correct branch (default / beta / prerelease) | [ ] |
| Community announcement | Patch notes posted to Steam community | [ ] |
| Achievement changes | Any new achievements propagated | [ ] |
| Step | Details | Status |
|---|---|---|
| Screenshots current | Per-device size, current UI reflected | [ ] |
| Privacy policy URL | Valid, accessible, up to date | [ ] |
| Age rating | Accurate for current content | [ ] |
| In-app purchases | All IAPs configured and tested | [ ] |
| App Review notes | Explain any non-obvious features to reviewer | [ ] |
| Phased release | Percentage rollout configured (recommended: 10% start) | [ ] |
| Step | Details | Status |
|---|---|---|
| Target API level | Meets current requirement | [ ] |
| Content rating | IARC questionnaire current | [ ] |
| Data safety | Privacy declarations accurate | [ ] |
| Release track | Production / Open testing / Closed testing | [ ] |
| Staged rollout | Percentage configured (recommended: 10% start) | [ ] |
| Crash rate baseline | Current crash rate documented for comparison | [ ] |
| Step | Details | Status |
|---|---|---|
| Deploy to staging | Staging environment verified | [ ] |
| CDN cache invalidated | All edge nodes serving new version | [ ] |
| Service worker updated | Old cache cleared, new assets cached | [ ] |
| Analytics verified | Events firing correctly for new features | [ ] |
| Rollback tested | Previous version can be restored within [X] minutes | [ ] |
STOP. One issue per AskUserQuestion.
After deployment, verify critical player paths work on the live build.
Run through this sequence on EACH target platform:
1. Launch game → Game loads to main menu? [ ]
2. Start new game / play → Core loop accessible? [ ]
3. Complete first meaningful action → Mechanic works as expected? [ ]
4. Trigger save (manual or auto) → Save completes without error? [ ]
5. Quit game → Clean exit, no crash? [ ]
6. Relaunch game → Game loads, main menu appears? [ ]
7. Load save / continue → Progress restored correctly? [ ]
8. Access store / IAP (if any) → Prices correct, purchase works? [ ]
9. Connect multiplayer (if any) → Can join/create session? [ ]
10. Check version display → Shows correct version number? [ ]
Platform: [platform]
Build: [version] ([build number])
Time: [timestamp]
Results:
Steps passed: _/10
Steps failed: _ (list: ___)
Steps skipped: _ (list: ___)
Verdict: PASS / FAIL / PASS_WITH_KNOWN_ISSUES
STOP. One issue per AskUserQuestion.
Document the rollback procedure BEFORE shipping. Do not wait for a crisis.
| Platform | Rollback Method | Time to Rollback | Tested? |
|---|---|---|---|
| Steam | Set previous build live on branch | ~5 minutes | [ ] |
| App Store | Withdraw update (if not yet approved) or submit revert build | 24-48 hours (review) | [ ] |
| Google Play | Halt staged rollout + upload revert build | ~2 hours (staged), 24h (full) | [ ] |
| Web | Redeploy previous build from CI/CD or CDN rollback | ~5-15 minutes | [ ] |
Define BEFORE shipping what constitutes a rollback trigger:
AskUserQuestion:
[Re-ground] Finalizing release plan for
[game title]version[version].[Simplify] A rollback plan is like a fire escape — you need to know where it is BEFORE you need it. If the release goes badly, how fast can we get players back to a working version?
RECOMMENDATION: Define rollback triggers and test the rollback procedure on at least one platform.
- A) Full rollback plan — Define triggers, document procedure, test on all platforms. (human: ~30 min)
- B) Basic rollback plan — Document procedure, skip testing. (human: ~10 min)
- C) Skip rollback plan — Not recommended for any non-trivial release. Player Impact: -8/10 if needed.
STOP. One issue per AskUserQuestion.
Before going live, assess how the community will receive this release. This is a 5-minute structured check, not a full analysis.
For this specific release (not the game overall), identify:
What's the headline? — If a gaming journalist writes one sentence about this update, what is it? If you can't write a clear headline, the release message is unclear.
Who's excited, who's angry?
| Segment | Reaction | Risk Level |
|---|---|---|
| Core players (daily active) | [positive/neutral/negative] — because [reason] | [LOW/MED/HIGH] |
| Lapsed players (checking back) | [positive/neutral/negative] — because [reason] | [LOW/MED/HIGH] |
| New players (first impression) | [positive/neutral/negative] — because [reason] | [LOW/MED/HIGH] |
| Content creators | [positive/neutral/negative] — because [reason] | [LOW/MED/HIGH] |
| Competitors' players | [positive/neutral/negative] — because [reason] | [LOW/MED/HIGH] |
Top controversy risk: What's the one thing most likely to generate negative posts? What's the counter-narrative?
Timing check: Is this release competing with a major competitor's launch, gaming event, or platform sale? Bad timing can bury a good release.
STOP. One issue per AskUserQuestion.
/game-ship Release Report
═══════════════════════════════════
Game: [title]
Version: [version]
Date: [date]
Branch: [branch]
Platforms: [list]
Phase Completion:
Phase 1 — Pre-flight: _/7 checks passed [PASS/FAIL]
Phase 2 — Platform Config: [platforms selected] [DONE]
Phase 3 — Build & Package: _/_ platforms built [PASS/FAIL]
Phase 4 — Changelog: [drafted/reviewed] [DONE/SKIP]
Phase 5 — Submission: _/_ items verified [PASS/FAIL]
Phase 6 — Smoke Test: _/10 steps passed [PASS/FAIL]
Phase 7 — Rollback Plan: [documented/tested] [DONE/SKIP]
Phase 8 — Launch Window Risk: [assessed] [DONE/SKIP]
Overall Completion: ___%
Status: SHIPPED / SHIPPED_WITH_KNOWN_ISSUES / BLOCKED / ABORTED
Next Step:
PRIMARY: /game-docs — shipped, write release notes
(if pre-flight fails): /game-qa — re-test
Status definitions:
- [Issue]: [description]. Severity: [Critical/High/Medium/Low]. Hotfix ETA: [date]. Workaround: [if any].
[ ] Crash rate monitored for 24 hours
[ ] Revenue metrics compared to baseline
[ ] Player reviews/feedback checked (Steam reviews, App Store reviews, social media)
[ ] Multiplayer stability verified (if applicable)
[ ] Analytics events firing correctly for new features
[ ] Community announcement posted
List deferred work:
- [Issue]: Deferred because [reason]. Revisit when [condition].
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-review-log" '{"skill":"game-ship","timestamp":"TIMESTAMP","status":"STATUS","version":"VERSION","platforms":"PLATFORMS","completion_pct":N,"phases":{"preflight":"RESULT","build":"RESULT","changelog":"RESULT","submission":"RESULT","smoke":"RESULT","rollback":"RESULT"},"commit":"COMMIT"}' 2>/dev/null || true
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 /gam
Asset pipeline QA. Checks naming conventions, file formats, performance budgets, style consistency (deviation counting, not quality judgment), and pipeline health. Use when you have game assets to audit — NOT for in-engine visual review (use /game-visual-qa) or architecture review (use /game-eng-review).
Use when a game has numbers that need checking — difficulty curves, currency flow, gacha rates, progression pacing, grind ratios, or pay-to-win concerns. Not for visual design, narrative, core loop evaluation (use /game-review), or player experience walkthrough (use /player-experience).
Use when a prototype or build exists and you need to know: is this worth playing? Not QA (use /game-qa for bugs), not feel (use /feel-pass for responsiveness), not code (use /gameplay-implementation-review). This evaluates the EXPERIENCE: does the loop close, does the session hold, does the player want to come back.
Safety mode. Warns before destructive commands (rm -rf, DROP TABLE, git push -f, force delete). Does NOT restrict file editing scope — use /guard for that.
Use when a prototype or playable build exists and you need to know if a mechanic feels alive or dead — responsiveness, impact, rhythm, feedback chains, dead time. Not for GDD review (use /game-review), not for code review (use /gameplay-implementation-review), not for bug hunting (use /game-debug). Requires a playable build or detailed video of gameplay.