game-tweak
Skill0 starsChanged 4 months agoMITView on GitHub
Use when a Godot change fits 1-3 files, no pipeline. Use with /game-tweak.
In this repository42 other files it gives its agents.
- .claude/CLAUDE.mdCLAUDE.md
- content-rewriteSkill
- content-writeSkill
- core-auditSkill
- core-bootstrapSkill
- core-commitSkill
- core-explainSkill
- core-finalizeSkill
- core-orchestrateSkill
- core-pullSkill
- core-setupSkill
- core-updateSkill
- design-convertSkill
- design-shipSkill
- design-tokensSkill
- dev-inspectSkill
- dev-learnSkill
- dev-manualSkill
- dev-optimizeSkill
- dev-securitySkill
- dev-shipSkill
- dev-tweakSkill
- game-debugSkill
- game-optimizeSkill
- game-shipSkill
- marketing-contentSkill
- marketing-researchSkill
- marketing-screenshotsSkill
- project-addSkill
- project-appSkill
- project-memorySkill
- project-planSkill
- project-removeSkill
- project-researchSkill
- project-seedSkill
- project-syncSkill
- project-todoSkill
- project-tunnelSkill
- team-issuesSkill
- team-outsourceSkill
- team-reviewSkill
- team-verifySkill
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 4 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 24
verify: gdlint + scoped GUT tests per PHASE 3 below
- Distinctive: line 47
Gate + guard: Read shared/TWEAK-DISCIPLINE.md.
- Distinctive: line 101
Only exit 0 with empty stdout is a genuine zero.
- Very specific: line 127
Tests: run the GUT test file(s) covering the touched scripts: godot --headless --path .
- Distinctive: line 130
No covering test + behavior change: ask the user for one quick scene-run confirmation instead of writing a new test file (a new test file …
- Very specific: line 162
Optional learning (0-1): only for a bugfix whose root cause has value beyond this spot (filter per shared/LEARNING-WRITE.md § Writer Append …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Tweak
Fast path for small Godot 4.x changes: a bugfix, a tuning/value adjustment, a small script or scene
edit that fits 1-3 files. Everything heavier belongs to /game-ship (or /game-debug for hard
bugs) — the gate that decides is shared/TWEAK-DISCIPLINE.md (size
gate, backlog guard, registration policy, never-do list). No TaskCreate phase tracking — a tweak
run is minutes of work with no compaction risk; ceremony is what this skill exists to avoid. Skill
file stays English; user-facing output follows CLAUDE.md § User Preferences → Language:.
Tweak configuration (per shared/TWEAK-DISCIPLINE.md):
- verify: gdlint + scoped GUT tests per PHASE 3 below
- escalation ship target:
/game-ship - escalation debug target:
/game-debug(standalone skill)
PHASE 0 — Pre-flight, size gate & backlog guard
- Repo: resolve
$REPOto the main worktree (pershared/SYNC.mdWorktree-aware Path Resolution)..project/absent → degrade gracefully: skip the card lookup, guard, and learnings silently, keep the rest (the code change is the value; do not scaffold). - Mode + description:
.project/present → load once:node ~/.claude/scripts/backlog-load.js "$REPO" guard-items(the game-pipelinestagefield included; reused by step 6's guard — one load, not two). The invocation argument matches a livePOLISHcard — exact name, or an unambiguous ≥2-shared-token match — per shared/TWEAK-DISCIPLINE.md § Card pickup path 1?- Match → card mode. Description = the card's
description. Run the dependency check now (oneAskUserQuestiononly if the card has an open, unshipped dependency). - No match, or
.project/absent → free-text mode. Description from the invocation argument; if empty, ask one short question.
- Match → card mode. Description = the card's
- Branch guard per shared/TWEAK-DISCIPLINE.md § Branch guard: not on the default branch (or detached HEAD) → warn + ask before proceeding.
- Baseline per shared/SCOPED-COMMIT.md § 1:
git status --porcelain | sort > .project/session/pre-tweak-status.txt(skip when.project/is absent). Gate + guard: Read shared/TWEAK-DISCIPLINE.md; run § Size gate on the projected scope (game surface examples: new scene, autoload, signal contract, input action). § Backlog guard: card mode → skip (the card already names the scope). Free-text mode → run § Backlog guard as before — the
guard-itemsload includes the game-pipelinestagefield — then § Card pickup path 2 (the POLISH-only mini-guard) against the sameguard-itemsload from step 2.Todo: if any gate criterion fires or the guard demands escalation → Read
.claude/skills/game-tweak/references/escalate.mdand follow it — never continue silently.- Slug: card mode → the card's own kebab
name(no re-derivation). Free-text mode → derive a kebab-case slug from the description (commit scope + learnings feature key). Print the status:Gate: ✓ tweak-sized · Guard: ✓ no card overlap(or the warn/advisory lines; card mode printsCard: {name}instead of the guard line).
PHASE 1 — Locate & context
Locate the change with minimal reads (Grep → targeted Read;
.tscnfiles: read only the relevant node sections). The files found here feed the size-gate re-check and the learnings load below.Pre-seeded from a ship de-escalation handoff (invocation carries a
files[]+acceptance[]pair, per shared/TWEAK-DISCIPLINE.md § De-escalation gate (a)) → skip the Grep/Read locate itself; use the passedfiles[]as the located set directly. The size-gate re-check still runs against that set — the handoff is not an exemption from it. Hold the passedacceptance[]in memory and use it as PHASE 3's verify checklist instead of relying on whatever coverage happens to already exist.Todo (card mode): locate shows the described defect is already resolved on
main— a later commit fixed it, or it never applied → stale card. Do not invent a change to justify the card. Skip PHASE 2, PHASE 3, and PHASE 4 step 1 entirely (including step 2's learnings load); go straight to the PHASE 4 card-completion write per shared/TWEAK-DISCIPLINE.md § Card pickup → Stale card:shippedSha= the resolving commit (git log -- <file>), orHEADif none pins it;summarynames the card stale; commit nothing.Todo (card mode): locate/analysis (or an explicit user call mid-run) shows the card's whole reason to exist is superseded by a different, wider card — not fixed, just made moot → obsolete/superseded card. Confirm with one
AskUserQuestionnaming the superseding card before touching anything. On confirmation: skip PHASE 2, PHASE 3, and PHASE 4 step 1 entirely; go straight to the § Card pickup → Obsolete/superseded card cancellation write. On decline: continue the tweak as originally scoped.Learnings — mandatory, not gated on tweak size. Run exactly this, after locate so
--pathscarries the real file anchors (see shared/LEARNINGS-LOAD.md for the full parameter/relevance model):node ~/.claude/scripts/learnings-search.js "$REPO" load \ --feature "{slug}" --scopes component --pitfall-prefix true \ --paths "{located files, comma-separated, repo-relative}"Any non-zero exit is a failed step, not a zero-match result — fix the invocation and re-run. Only exit 0 with empty stdout is a genuine zero. Include the printed block verbatim when non-empty, skip silently otherwise.
PHASE 2 — Implement
- Conditional plan mode (shared/PLAN-MODE.md § Difficulty
escalation): call
EnterPlanModeonly when the root cause is still unclear after first evidence, or the change spans > 2 files. Enter → design → write the decision to the plan file →ExitPlanMode→ execute. Skip entry when plan mode is already active. The typical tweak never enters. - Bugfix-shaped tweaks follow shared/DEBUG-LADDER.md tier 1/2: hypothesis before edit, evidence before a second attempt — never guess-and-check.
- Mid-flight re-check: the moment actual scope exceeds the size gate (a 4th file, a discovered
new surface) → stop and Read
references/escalate.md.
PHASE 3 — Verify light
A tweak that changes no runnable code — only docs or gitignored .project/ state (e.g. recording a
known issue as a learning) — or a stale or obsolete/superseded card with nothing to edit (see
PHASE 1) — has nothing to verify and nothing to commit: skip PHASE 3 and PHASE 4 step 1, say so in
the report (no commit sha line), and go straight to the card-completion (or cancellation) + learning
writes. Everything below assumes a code change.
Scoped to the touched scripts/scenes — never the full suite unless it is genuinely fast:
- Lint:
gdlinton changed.gdfiles (gdformat already runs via the format-on-save hook). - Tests: run the GUT test file(s) covering the touched scripts:
godot --headless --path . -s addons/gut/gut_cmdln.gd -gtest={test-file} -gexit(resolve the Godot executable per.claude/paths.local.yaml→CLAUDE_GODOT_EXECUTABLE). - No covering test + behavior change: ask the user for one quick scene-run confirmation instead of writing a new test file (a new test file is size-gate criterion 3).
New failures vs the baseline → fix within the current tier's discipline; unfixable within tweak
scope → Read references/escalate.md.
PHASE 4 — Wrap-up
- Scoped commit per shared/SCOPED-COMMIT.md. Deltas: baseline
pre-tweak-status.txt; OVERLAP policy auto-include (the fix is the point); fallback: ask which files belong to the tweak; message{fix|refactor|perf|style|test|docs|chore}({slug}): {summary}— neverfeat(net-new capability is an escalation criterion by definition),testwhen the only change is added or expanded test coverage,docsfor a docstring/comment/markdown-only edit; cleanup: remove the baseline file. Card-mode completion (skip entirely in free-text mode): per shared/TWEAK-DISCIPLINE.md § Card pickup completion write — flip the card
shipped: true+shippedAt+shippedSha+summary(this tweak's one-line outcome), remove a board-settransitionfield if present (it was only ever the board's queue-marker, never a lifecycle state — see § Never), and move it frombacklog.json#features[]to.project/archive/backlog-archive.json#archived[]. project.json persists no features list — the dashboard derives features from backlog + archive. Then re-readbacklog.jsonand confirm the card leftfeatures[]before reportingshipped— a running board app (serve-backlog.js) re-serializes that file from its own in-memory store and can silently revert an external write; on a revert, re-apply and re-verify.Obsolete/superseded card instead (PHASE 1's confirmed obsolete branch): run the § Card pickup → Obsolete/superseded card cancellation write instead — in place within
features[], flipstatus: "CANCELLED", addcancelledReason: "superseded by {card}: {one-line why}"andcancelledAt, removetransition. The card stays infeatures[](never moves to the archive — that move is shipped-only). Same board-app revert guard: re-readbacklog.jsonand confirmstatus: "CANCELLED"survived before reporting; re-apply on a revert.- Optional learning (0-1): only for a bugfix whose root cause has value beyond this spot
(filter per shared/LEARNING-WRITE.md § Writer Append Protocol) —
append via
learnings-write.js appendwithtype: "pitfall",source: "extracted", 0-3 tags (game vocabulary:godot,gdscript,scene,game-loop), then run the Consolidation Gate once (LEARNING-WRITE.md § Consolidation Gate). Skip both silently otherwise. No state auto-push (TWEAK-DISCIPLINE § Registration policy). - Report (compact prose, no rigid table): what changed with
file:linerefs, checks run, commit sha, aGuard:line repeating any card overlap (card mode printsCard: {name} → shipped, orCard: {name} → cancelled (superseded by {card})for the obsolete/superseded outcome), aLearning:line when one was written, andEscalation overridden: {criterion}when applicable. AddNext steps: /game-ship {card}only when the guard flagged a TODO card (free-text mode only — card mode is already terminal). A tweak is terminal — no next-step offer otherwise.
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