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AlterLab-IEUAlterLab-IEU/AlterLab_GameForge/skills/workflows/game-design-review/SKILL.md

game-design-review

Skill52 starsChanged 7 days agoMITView on GitHub

Reviews an existing GDD or feature spec with a severity-rated rubric: pillar alignment, MDA and player-psychology fit, consistency, scope, testability for agent-built games, originality, AI disclosure and accessibility hooks, ending in a build-readiness verdict. Use for "review my GDD", "design feedback", "critique this spec". Not for writing a GDD (use game-gdd-author).

1 other project uses a version of this.

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The file

We split this skill into the rules it gives an agent

9 rules. About 0 are common, 5 are distinctive, and 4 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use before implementation starts, as a gate before a section is handed to a coding agent, after significant design changes, when a playtest …

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  2. Distinctive:

    Ask one AskUserQuestion to set the mode (default in bold):

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  3. Distinctive:

    No pillars defined is a Critical finding.

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  4. Very specific:

    Read ${CLAUDE_SKILL_DIR}/references/compliance-and-ip.md before scoring this dimension.

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  5. Very specific:

    Gate before every build brief: Run the build-readiness gate on a section before it goes to /gameforge:game-vibe-code.

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  6. Distinctive:

    Review the delta, not just the plan: When agent-built code has drifted from the GDD (extra mechanics, changed numbers), review the GDD …

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  7. Very specific:

    Provenance check: If AI-generated assets already exist, confirm they appear in the project's provenance log (kept by …

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  8. Very specific:

    Write to design/reviews/design-review-<YYYY-MM-DD>.md (ask before writing) and add one line to production/session-state/active.md under …

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  9. Distinctive:

    Every finding cites a section or quote and has a severity and a recommendation.

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≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

AlterLab GameForge -- Design Document Review

A game design document is a contract between ambition and execution capacity. A bad GDD is not badly formatted; it is one that lets the team build confidently in the wrong direction for weeks before anyone notices. Most fail because they describe a game without constraining it: anything goes, so nothing coheres.

This is not a checklist review. A checklist confirms sections exist. This review confirms they are good: internally consistent, psychologically grounded, scope-honest, and specific enough to drive implementation. In 2026 that last test is literal. When a GDD section goes to Claude Code or a similar agent, every vague sentence becomes a guess in code, so this review also asks: could an agent build this, and could a test tell whether it built it right? And because players, stores and regulators now care how a game was made, it checks originality, AI-content disclosure and accessibility while changes are still cheap.

When to Use / When Not To

Use before implementation starts, as a gate before a section is handed to a coding agent, after significant design changes, when a playtest went badly and the cause may be in the design, or when the team disagrees about what the game is.

Instead of this skill...Use
Writing or rebuilding GDD sections/gameforge:game-gdd-author
Generating new ideas/gameforge:game-brainstorm
Tuning numbers against play data/gameforge:game-balance-check
Timeline vs capacity in depth/gameforge:game-scope-check
Reviewing code or architecture/gameforge:game-code-review
Full accessibility audit/gameforge:game-accessibility-specialist
Store compliance and disclosure forms at launch/gameforge:game-launch

Critical Rules

  1. Read the whole document before commenting. A mechanic that looks orphaned in §5 may be justified in §11. Read everything, including linked pillars and the systems index, then analyze.
  2. Severity is explicit. Critical, Major, Minor or Suggestion on every finding, with a reason. A missing core loop is Critical; a vague art reference is Minor.
  3. Specific, cited, actionable. "Combat could be better" is useless. "§5.1 specifies player attacks but no enemy behavior, so difficulty cannot be tuned" is a finding. Name the problem, cite the section, propose a fix.
  4. Propose, do not prescribe. The designer owns the vision. Offer directions with reasons; do not rewrite their sections. Route rewrites to /gameforge:game-gdd-author.
  5. Ground it in theory. Tie findings to ${CLAUDE_PLUGIN_ROOT}/docs/game-design-theory.md: "this spike violates Flow because §11 has no skill-building ramp before Stage 3" beats "Stage 3 is too hard."
  6. Contradictions beat omissions. The costliest GDD failures are sections that disagree, not sections that are missing.
  7. Separate design quality from document quality. A brilliant design can be badly documented and a polished document can describe a weak game. Say which problem you found.
  8. Compliance findings are flags, not legal advice. State the rule and its date, say what it implies for the design, and recommend professional review where real exposure exists.

Step 0: Intake

  1. Locate the document: the argument, else Glob for design/**/*.md, docs/design/**, *gdd*. Also read design/pillars.md, design/systems-index.md and .gameforge/project.json (engine, phase, pillars) when present.
  2. Ask one AskUserQuestion to set the mode (default in bold):
    • Full review -- all thirteen dimensions.
    • Build-readiness gate -- dimensions 1, 2, 5, 10, 11, 12, 13 on the sections about to be built.
    • Focused -- the user names the concern (scope, pillars, psychology, playtest diagnosis, compliance).
  3. Note the phase. A concept-phase GDD is not penalized for missing §13 numbers; a GDD about to go into production is.

The Review Rubric

#DimensionQuestion it answersTypical worst severity
1Section completenessIs everything needed to build present?Critical (no core loop)
2Pillar alignmentDoes every mechanic serve a pillar?Critical (no pillars)
3MDA consistencyDo mechanics produce the target aesthetics?Major
4Player psychologyAre SDT needs and Flow supported?Major
5Internal consistencyDo sections agree with each other?Critical
6Scope feasibilityCan this team build it by this date?Critical
7Edge casesWhat happens when players do the unexpected?Major
8OnboardingCan a new player learn it unaided?Major
9DifferentiationIs the hook real and communicable?Major
10Testability for agent-built gamesCould an agent build it and a test verify it?Critical (for agent-built T1 systems)
11Originality and IP riskIs it the team's own game, with clean assets?Critical
12AI content and disclosureWhat does the AI use in this design oblige?Critical (runtime AI without guardrails)
13Accessibility hooksIs accessibility designed in, not bolted on?Major (Critical for EAA-scope features)

1. Section completeness

Compare against ${CLAUDE_PLUGIN_ROOT}/templates/game-design-document.md (§1-§13) plus the sections game-gdd-author appends: Direction, Technical Approach, AI Use & Originality, Scope & Milestones. Optional but valuable: narrative, monetization, multiplayer, competitive analysis. Record each as Present / Partial / Missing with one line on what is missing.

2. Pillar alignment

No pillars defined is a Critical finding. Otherwise build the matrix for every mechanic and system:

PILLAR ALIGNMENT MATRIX
Mechanic / system       | Consequence | Discovery | Rhetoric | Orphan?
evidence examination    | Yes         | Yes       | --       | No
witness interrogation   | Yes         | Yes       | Yes      | No
office decoration       | --          | --        | --       | YES -> cut, add pillar, or clarify

Also check each pillar is falsifiable (it excludes something) and served by three or more features.

3. MDA consistency

Target aesthetic | Dynamics it needs       | Mechanics that deliver | Gap?
Discovery        | exploration, revelation | hidden evidence, witness facts | OK
Challenge        | escalating skill tests  | [none after case 3]    | GAP (Major)

Common misalignments: Discovery with linear progression; Challenge with no mastery curve; Expression with no player-facing tools; Fellowship in a single-player design.

4. Player psychology

SDT          | Evidence in design | Threats in design | Rating (A/B/C/F)
Autonomy     |                    |                   |
Competence   |                    |                   |
Relatedness  |                    |                   |

FLOW         | Present? | Notes
Clear goals / Immediate feedback / Challenge-skill balance / Sense of control /
Loss of self-consciousness / Time distortion

At least one finding in every full review must come from this dimension.

5. Internal consistency

Cross-check: pillars vs mechanics; core loop vs progression pacing; tone vs art and audio; difficulty vs audience; feature scope vs team; platform vs controls; numbers in §5 vs §6 vs §9; acceptance criteria vs rules. Quote both passages for every conflict.

6. Scope feasibility

Count systems and content volume (levels, enemies, items, lines of dialogue, assets), compare with team, availability and date. Flag hidden complexity: pathfinding, procedural generation, netcode, physics-driven gameplay, save systems, localization, runtime AI. When the team builds with coding agents, credit them for boilerplate and plumbing only; content, tuning, playtesting, review and platform work do not compress the same way. Deep timeline analysis goes to /gameforge:game-scope-check.

7. Edge cases

Sequence breaks, exhausted "renewable" resources, refused mandatory systems, unintended system interactions, extremes (max level, zero resources, simultaneous events), quitting mid-action.

8. Onboarding

Is the teaching sequence described? Does complexity ramp with it? Is there a "just play" entry for players who skip tutorials? Does it teach through play rather than text walls?

9. Differentiation

Name the three closest comparables. For each, what is different at the experience level, not the feature level? Is the difference mechanical or cosmetic? Can the hook be shown in a 30-second trailer and grasped in the first seconds of play (jam guides commonly aim for about five)?

10. Testability for agent-built games

Applies to every system that a coding agent will build or modify. Check:

  • Each T1 system has 3+ acceptance criteria in Given / When / Then form with thresholds.
  • At least two per T1 system are automatable (unit, simulation or browser test), and each says how it is observed.
  • Feel and fun criteria are written as playtest checks with observable thresholds, not adjectives.
  • Every number in the rules is a named tuning knob with default and range, in one data file.
  • The design specifies state observation for tests: a state snapshot (on the web, a render_game_to_text()-style hook), deterministic stepping (advanceTime(ms)-style), seeded RNG.
  • A project check command is named (test run, headless engine run, or Playwright suite).
  • Each system has an out-of-scope list or build brief, so the agent does not add neighbors.
  • No rule is defined only by reference to another game ("works like X").

A T1 system that an agent will build with no Auto checks is Critical: nobody can verify it between playtests. Missing knobs are Major: every retune becomes another agent session and another diff.

11. Originality and IP risk

  • The pitch stands without naming another game; comparisons stay in the overview.
  • No character names, logos, level layouts, UI trade dress, music or assets taken from existing games; no ripped, exported or decompiled material.
  • Licensed IP and fan-game status are explicit, with the license or permission named.
  • Asset sources are named for every content category (made, licensed, generated).

A design that is a renamed recreation of a specific existing game is Critical on two counts: it is legal exposure, and as of late October 2026 Claude Code declines to build recreations of specific existing games, so an agent-built project stalls. Recommend reframing around the genre mechanic the designer loves plus their own twist.

12. AI content and disclosure

Read ${CLAUDE_SKILL_DIR}/references/compliance-and-ip.md before scoring this dimension; it maps design features to platform and legal obligations with dates. Check that the design states:

  • Which player-facing content may be AI-generated (art, audio, voice, text, localization, store and marketing assets), with a review owner and a provenance log.
  • For anything generated at runtime (AI NPCs, generated quests or images): guardrails, player-facing disclosure, a report mechanism, and cost per player-hour, all tiered T1.
  • A voice plan that covers performer consent if any synthetic or cloned voice is used.
  • No reliance on tools whose license excludes target regions or whose legal status is unsettled for shipped content.

Runtime AI with no guardrails or disclosure is Critical. Undecided disclosure for shipped AI content is Major. Code written with agents is not a disclosure issue on Steam.

13. Accessibility hooks

  • Input: full remapping, toggle alternatives to holds, no required simultaneous presses without an alternative, adjustable timing windows.
  • Visual: color never the only carrier of meaning, scalable text, readable contrast, reduced motion and flash options.
  • Audio: subtitles with speaker names, visual equivalents for gameplay-critical sounds.
  • Cognitive: objective reminders, pausable or adjustable timers, difficulty options.
  • Purchase flows, player chat and console releases noted as European Accessibility Act scope (in force since 2025-06-28; microenterprise service exemption applies to some teams).
  • At least one acceptance check per T1 accessibility option.

Deep audits go to /gameforge:game-accessibility-specialist with ${CLAUDE_PLUGIN_ROOT}/templates/accessibility-audit.md.

Severity and Readiness

SeverityMeaning
CriticalBlocks implementation or creates legal or platform exposure. Fix before building.
MajorWill cause significant rework or a weaker game if ignored. Fix this milestone.
MinorClarity or polish. Fix when convenient.
SuggestionNot a problem; an opportunity.

Readiness verdict (always give one, per reviewed section or for the whole document):

  • Ready to build -- no Critical, at most two Major, all of them outside dimensions 10-12.
  • Ready with fixes -- no Critical; Major findings have agreed owners and dates.
  • Not ready -- any Critical finding.

Working with AI Coding Agents

How the review fits a build that uses Claude Code or similar agents.

  • Gate before every build brief. Run the build-readiness gate on a section before it goes to /gameforge:game-vibe-code. Anthropic's Claude Code guidance recommends a written spec and a check that returns pass or fail; dimension 10 is that check applied to the spec.
  • Use an agent for the mechanical sweep, then judge yourself. Delegate: listing every number without a knob, every rule without a check, every term used two ways, every reference to another game. Keep human: severity calls, pillar and fun judgments, anything legal.
  • Independent reviewer. A fresh session or subagent that reads only the GDD (not the conversation that produced it) catches assumptions the author's session absorbed. Tell it to check against the spec and skip prose style.
  • Review the delta, not just the plan. When agent-built code has drifted from the GDD (extra mechanics, changed numbers), review the GDD against what was built and record which one wins. Agents are good at adding features and poor at noticing when the structure underneath must change.
  • Provenance check. If AI-generated assets already exist, confirm they appear in the project's provenance log (kept by /gameforge:game-ai-assets); unlogged placeholders are how disclosure goes wrong at launch.

Prompt for the independent sweep:

Read design/gdd.md and design/pillars.md only. Do not edit anything. List: (1) numbers in rules
with no tuning knob, (2) T1 systems with fewer than two automatable acceptance checks, (3) terms
used with two meanings, (4) contradictions between sections, quoting both, (5) any mechanic
described only by reference to another game. Skip style comments.

Output: Design Review Report

Write to design/reviews/design-review-<YYYY-MM-DD>.md (ask before writing) and add one line to production/session-state/active.md under Decisions or Next. A filled-in example is in ${CLAUDE_SKILL_DIR}/references/review-example.md; read it before your first review in a session.

# Design Review: [GDD title] v[version]
**Reviewed:** [path] | **Mode:** Full / Build-readiness gate / Focused: [topic]
**Date:** [date] | **Phase:** [from project.json] | **Reviewer:** GameForge design review

## Verdict
**[Ready to build / Ready with fixes / Not ready]** -- [one sentence why]
Biggest strength: [one line]. Most critical issue: [one line].

## Scorecard
| # | Dimension | Rating (OK / Concern / Fail / n.a.) | Findings |
|---|---|---|---|
| 1 | Completeness | | CRIT-01 |
| 2 | Pillar alignment | | |
| ... | | | |
| 10 | Testability | | MAJ-02 |
| 11 | Originality & IP | | |
| 12 | AI content & disclosure | | |
| 13 | Accessibility hooks | | |

## Findings
### Critical
- **[CRIT-01] [Title]** (§[section], dimension [n]): [what, with a quote or reference]
  **Why it matters:** [theory, risk or rule]  **Recommendation:** [specific fix]  **Owner:** [role]
### Major
- **[MAJ-01] ...**
### Minor
- **[MIN-01] ...**
### Suggestions
- **[SUG-01] ...**

## Matrices
[Pillar alignment matrix] [MDA consistency] [SDT / Flow]

## Strengths
- [What the document does well, with section references]

## Next Actions
1. [Fix CRIT-01 -- owner -- date]
2. [...]
**Suggested skills:** /gameforge:game-gdd-author ([sections]), /gameforge:game-scope-check, ...

Quality Criteria

  • Every finding cites a section or quote and has a severity and a recommendation.
  • Pillar alignment covers every described mechanic.
  • At least one finding comes from player psychology (SDT or Flow).
  • Dimensions 10-13 are scored in every full review, or marked n.a. with a reason.
  • Compliance findings carry the rule's date and are framed as flags, not legal conclusions.
  • Strengths are listed; the review is not only problems.
  • The verdict follows the readiness rules above.

Example Requests

RequestFocus
"Review my GDD before we start coding."Full review; lead with Criticals and the verdict.
"Is §5.2 ready to hand to Claude Code?"Build-readiness gate on that section; dimension 10 in depth.
"Our playtest went badly. Is it the design?"Dimensions 3, 4, 7; use the playtest notes as evidence.
"Is our scope too big?"Dimension 6; count systems and content, then route to scope-check.
"Should we add crafting?"Dimension 2; if it serves no pillar it is scope creep in a feature costume.
"We want AI companions that chat with players."Dimensions 12 and 13; runtime AI obligations, disclosure UX, guardrails.

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