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Agent Skill · 开发

gate-check(门检查)

gate-check 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

gate-check 是开发类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在开发类的 21,746 个 Skill 里排第 13,063。

总安装 1,028周安装 42GitHub Stars 16,617下载 329核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:gate-check(门检查)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/gate-check
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill gate-check
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill gate-check

这个 Skill 是做什么的

开发类 Skill 面向写代码、改代码和排查问题,一般会读写仓库文件,部分还会执行构建或测试命令。

gate-check 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态进行整理时使用。适用于开发协作场景,可协助分析代码变更和协作事项。

通过 npx skills add 命令从指定 GitHub 仓库安装,需确认权限和维护状态。使用前应检查是否会触发联网、命令执行或文件读写等操作。gate-check 属于开发类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/gate-check

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/donchitos/claude-code-game-studios --skill gat…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

gate-check 怎么安装?

在终端执行 npx skills add https://github.com/donchitos/claude-code-game-studios --skill gate-check。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

gate-check 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

gate-check 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

gate-check 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

gate-check 用的人多吗?

公开数据是累计安装 1,028 次,近一周安装 42 次,下载 329 次,GitHub 16,617 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

gate-check 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。
  • 来源仓库有 16,617 星,维护活跃度相对可查。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理开发类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

开发类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
skill-vetter

技能审查员 · OpenClaw

8,779,018986操作浏览器MIT-0通过
ontology

本体论 · OpenClaw

6,636,960576只读MIT-0通过
entra-app-registration

内部应用程序注册 · Codex、Claude

6,631,872764接触敏感数据未明确通过
entra-app-registration

内部应用程序注册 · Codex、Claude

3,757,680201接触敏感数据未明确通过
nano-banana-pro

纳米香蕉专业版 · OpenClaw

3,526,898364接触敏感数据MIT-0有提醒
gate-check

门检查 · 本页

1,02816,617需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Phase Gate Validation

This skill validates whether the project is ready to advance to the next development phase. It checks for required artifacts, quality standards, and blockers.

Distinct from /project-stage-detect: That skill is diagnostic ("where are we?"). This skill is prescriptive ("are we ready to advance?" with a formal verdict).

Production Stages (7)

The project progresses through these stages:

  1. Concept — Brainstorming, game concept document
  2. Systems Design — Mapping systems, writing GDDs
  3. Technical Setup — Engine config, architecture decisions
  4. Pre-Production — Prototyping, vertical slice validation
  5. Production — Feature development (Epic/Feature/Task tracking active)
  6. Polish — Performance, playtesting, bug fixing
  7. Release — Launch prep, certification

When a gate passes, write the new stage name to production/stage.txt (single line, e.g. Production). This updates the status line immediately.


1. Parse Arguments

Target phase: $ARGUMENTS[0] (blank = auto-detect current stage, then validate next transition)

Also resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

Note: in solo mode, director spawns (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE) are skipped — gate-check becomes artifact-existence checks only. In lean mode, all four directors still run (phase gates are the purpose of lean mode).

  • With argument: /gate-check production — validate readiness for that specific phase
  • No argument: Auto-detect current stage using the same heuristics as /project-stage-detect, then confirm with the user before running: Use AskUserQuestion: Do not skip this confirmation step when no argument is provided.

- Prompt: "Detected stage: [current stage]. Running gate for [Current] → [Next] transition. Is this correct?" - Options: - [A] Yes — run this gate - [B] No — pick a different gate (if selected, show a second widget listing all gate options: Concept → Systems Design, Systems Design → Technical Setup, Technical Setup → Pre-Production, Pre-Production → Production, Production → Polish, Polish → Release)


2. Phase Gate Definitions

Gate: Concept → Systems Design

Required Artifacts:

  • design/gdd/game-concept.md exists and has content
  • Game pillars defined (in concept doc or design/gdd/game-pillars.md)
  • Visual Identity Anchor section exists in design/gdd/game-concept.md (from brainstorm Phase 4 art-director output)

Quality Checks:

  • Game concept has been reviewed (/design-review verdict not MAJOR REVISION NEEDED)
  • Core loop is described and understood
  • Target audience is identified
  • Visual Identity Anchor contains a one-line visual rule and at least 2 supporting visual principles

Gate: Systems Design → Technical Setup

Required Artifacts:

  • Systems index exists at design/gdd/systems-index.md with at least MVP systems enumerated
  • All MVP-tier GDDs exist in design/gdd/ and individually pass /design-review
  • A cross-GDD review report exists in design/gdd/ (from /review-all-gdds)

Quality Checks:

  • All MVP GDDs pass individual design review (8 required sections, no MAJOR REVISION NEEDED verdict)
  • /review-all-gdds verdict is not FAIL (cross-GDD consistency and design theory checks pass)
  • All cross-GDD consistency issues flagged by /review-all-gdds are resolved or explicitly accepted
  • System dependencies are mapped in the systems index and are bidirectionally consistent
  • MVP priority tier is defined
  • No stale GDD references flagged (older GDDs updated to reflect decisions made in later GDDs)

Gate: Technical Setup → Pre-Production

Required Artifacts:

  • Engine chosen (CLAUDE.md Technology Stack is not [CHOOSE])
  • Technical preferences configured (.claude/docs/technical-preferences.md populated)
  • Art bible exists at design/art/art-bible.md with at least Sections 1–4 (Visual Identity Foundation)
  • At least 3 Architecture Decision Records in docs/architecture/ covering Foundation-layer systems (scene management, event architecture, save/load)
  • Engine reference docs exist in docs/engine-reference/[engine]/
  • Test framework initialized: tests/unit/ and tests/integration/ directories exist
  • CI/CD test workflow exists at .github/workflows/tests.yml (or equivalent)
  • At least one example test file exists to confirm the framework is functional
  • Master architecture document exists at docs/architecture/architecture.md
  • Architecture traceability index exists at docs/architecture/architecture-traceability.md
  • /architecture-review has been run (a review report file exists in docs/architecture/)
  • design/accessibility-requirements.md exists with accessibility tier committed
  • design/ux/interaction-patterns.md exists (pattern library initialized, even if minimal)

Quality Checks:

  • Architecture decisions cover core systems (rendering, input, state management)
  • Technical preferences have naming conventions and performance budgets set
  • Accessibility tier is defined and documented (even "Basic" is acceptable — undefined is not)
  • At least one screen's UX spec started (often the main menu or core HUD is designed during Technical Setup)
  • All ADRs have an Engine Compatibility section with engine version stamped
  • All ADRs have a GDD Requirements Addressed section with explicit GDD linkage
  • No ADR references APIs listed in docs/engine-reference/[engine]/deprecated-apis.md
  • All HIGH RISK engine domains (per VERSION.md) have been explicitly addressed in the architecture document or flagged as open questions
  • Architecture traceability matrix has zero Foundation layer gaps (all Foundation requirements must have ADR coverage before Pre-Production)

ADR Circular Dependency Check: For all ADRs in docs/architecture/, read each ADR's "ADR Dependencies" / "Depends On" section. Build a dependency graph (ADR-A → ADR-B means A depends on B). If any cycle is detected (e.g. A→B→A, or A→B→C→A):

  • Flag as FAIL: "Circular ADR dependency: [ADR-X] → [ADR-Y] → [ADR-X]. Neither can reach Accepted while the cycle exists. Remove one 'Depends On' edge to break the cycle."

Engine Validation (read docs/engine-reference/[engine]/VERSION.md first):

  • ADRs that touch post-cutoff engine APIs are flagged with Knowledge Risk: HIGH/MEDIUM
  • /architecture-review engine audit shows no deprecated API usage
  • All ADRs agree on the same engine version (no stale version references)

Gate: Pre-Production → Production

Required Artifacts:

  • At least 1 prototype in prototypes/ with a README
  • First sprint plan exists in production/sprints/
  • Art bible is complete (all 9 sections) and AD-ART-BIBLE sign-off verdict is recorded in design/art/art-bible.md
  • Character visual profiles exist for key characters referenced in narrative docs
  • All MVP-tier GDDs from systems index are complete
  • Master architecture document exists at docs/architecture/architecture.md
  • At least 3 ADRs covering Foundation-layer decisions exist in docs/architecture/
  • Control manifest exists at docs/architecture/control-manifest.md (generated by /create-control-manifest from Accepted ADRs)
  • Epics defined in production/epics/ with at least Foundation and Core layer epics present (use /create-epics layer: foundation and /create-epics layer: core to create them, then /create-stories [epic-slug] for each epic)
  • Vertical Slice build exists and is playable (not just scope-defined)
  • Vertical Slice has been playtested with at least 3 sessions (internal OK)
  • Vertical Slice playtest report exists at production/playtests/ or equivalent
  • UX specs exist for key screens: main menu, core gameplay HUD (at design/ux/), pause menu
  • HUD design document exists at design/ux/hud.md (if game has in-game HUD)
  • All key screen UX specs have passed /ux-review (verdict APPROVED or NEEDS REVISION accepted)

Quality Checks:

  • Core loop fun is validated — playtest data confirms the central mechanic is enjoyable, not just functional. Explicitly check the Vertical Slice playtest report.
  • UX specs cover all UI Requirements sections from MVP-tier GDDs
  • Interaction pattern library documents patterns used in key screens
  • Accessibility tier from design/accessibility-requirements.md is addressed in all key screen UX specs
  • Sprint plan references real story file paths from production/epics/ (not just GDDs — stories must embed GDD req ID + ADR reference)
  • Vertical Slice is COMPLETE, not just scoped — the build demonstrates the full core loop end-to-end. At least one complete [start → challenge → resolution] cycle works.
  • Architecture document has no unresolved open questions in Foundation or Core layers
  • All ADRs have Engine Compatibility sections stamped with the engine version
  • All ADRs have ADR Dependencies sections (even if all fields are "None")
  • Manual validation confirms GDDs + architecture + epics are coherent (run /review-all-gdds and /architecture-review if not done recently)
  • Core fantasy is delivered — at least one playtester independently described an experience that matches the Player Fantasy section of the core system GDDs (without being prompted).

Vertical Slice Validation (FAIL if any item is NO):

  • A human has played through the core loop without developer guidance
  • The game communicates what to do within the first 2 minutes of play
  • No critical "fun blocker" bugs exist in the Vertical Slice build
  • The core mechanic feels good to interact with (this is a subjective check — ask the user)
Note: If any Vertical Slice Validation item is FAIL, the verdict is automatically FAIL regardless of other checks. Advancing without a validated Vertical Slice is the #1 cause of production failure in game development (per GDC postmortem data from 155 projects).

Gate: Production → Polish

Required Artifacts:

  • src/ has active code organized into subsystems
  • All core mechanics from GDD are implemented (cross-reference design/gdd/ with src/)
  • Main gameplay path is playable end-to-end
  • Test files exist in tests/unit/ and tests/integration/ covering Logic and Integration stories
  • All Logic stories from this sprint have corresponding unit test files in tests/unit/
  • Smoke check has been run with a PASS or PASS WITH WARNINGS verdict — report exists in production/qa/
  • QA plan exists in production/qa/ (generated by /qa-plan) covering this sprint or final production sprint
  • QA sign-off report exists in production/qa/ (generated by /team-qa) with verdict APPROVED or APPROVED WITH CONDITIONS
  • At least 3 distinct playtest sessions documented in production/playtests/
  • Playtest reports cover: new player experience, mid-game systems, and difficulty curve
  • Fun hypothesis from Game Concept has been explicitly validated or revised

Quality Checks:

  • Tests are passing (run test suite via Bash)
  • No critical/blocker bugs in any bug tracker or known issues
  • Core loop plays as designed (compare to GDD acceptance criteria)
  • Performance is within budget (check technical-preferences.md targets)
  • Playtest findings have been reviewed and critical fun issues addressed (not just documented)
  • No "confusion loops" identified — no point in the game where >50% of playtesters got stuck without knowing why
  • Difficulty curve matches the Difficulty Curve design doc (if one exists at design/difficulty-curve.md)
  • All implemented screens have corresponding UX specs (no "designed in-code" screens)
  • Interaction pattern library is up-to-date with all patterns used in implementation
  • Accessibility compliance verified against committed tier in design/accessibility-requirements.md

Gate: Polish → Release

Required Artifacts:

  • All features from milestone plan are implemented
  • Content is complete (all levels, assets, dialogue referenced in design docs exist)
  • Localization strings are externalized (no hardcoded player-facing text in src/)
  • QA test plan exists (/qa-plan output in production/qa/)
  • QA sign-off report exists (/team-qa output — APPROVED or APPROVED WITH CONDITIONS)
  • All Must Have story test evidence is present (Logic/Integration: test files pass; Visual/Feel/UI: sign-off docs in production/qa/evidence/)
  • Smoke check passes cleanly (PASS verdict) on the release candidate build
  • No test regressions from previous sprint (test suite passes fully)
  • Balance data has been reviewed (/balance-check run)
  • Release checklist completed (/release-checklist or /launch-checklist run)
  • Store metadata prepared (if applicable)
  • Changelog / patch notes drafted

Quality Checks:

  • Full QA pass signed off by qa-lead
  • All tests passing
  • Performance targets met across all target platforms
  • No known critical, high, or medium-severity bugs
  • Accessibility basics covered (remapping, text scaling if applicable)
  • Localization verified for all target languages
  • Legal requirements met (EULA, privacy policy, age ratings if applicable)
  • Build compiles and packages cleanly

3. Run the Gate Check

Before running artifact checks, read docs/consistency-failures.md if it exists. Extract entries whose Domain matches the target phase (e.g., if checking Systems Design → Technical Setup, pull entries in Economy, Combat, or any GDD domain; if checking Technical Setup → Pre-Production, pull entries in Architecture, Engine). Carry these as context — recurring conflict patterns in the target domain warrant increased scrutiny on those specific checks.

For each item in the target gate:

Artifact Checks

  • Use Glob and Read to verify files exist and have meaningful content
  • Don't just check existence — verify the file has real content (not just a template header)
  • For code checks, verify directory structure and file counts

Systems Design → Technical Setup gate — cross-GDD review check: Use Glob('design/gdd/gdd-cross-review-*.md') to find the /review-all-gdds report. If no file matches, mark the "cross-GDD review report exists" artifact as FAIL and surface it prominently: "No /review-all-gdds report found in design/gdd/. Run /review-all-gdds before advancing to Technical Setup." If a file is found, read it and check the verdict line: a FAIL verdict means the cross-GDD consistency check failed and must be resolved before advancing.

Quality Checks

  • For test checks: Run the test suite via Bash if a test runner is configured
  • For design review checks: Read the GDD and check for the 8 required sections
  • For performance checks: Read technical-preferences.md and compare against any profiling data in tests/performance/ or recent /perf-profile output
  • For localization checks: Grep for hardcoded strings in src/

Cross-Reference Checks

  • Compare design/gdd/ documents against src/ implementations
  • Check that every system referenced in architecture docs has corresponding code
  • Verify sprint plans reference real work items

4. Collaborative Assessment

For items that can't be automatically verified, ask the user:

  • "I can't automatically verify that the core loop plays well. Has it been playtested?"
  • "No playtest report found. Has informal testing been done?"
  • "Performance profiling data isn't available. Would you like to run /perf-profile?"

Never assume PASS for unverifiable items. Mark them as MANUAL CHECK NEEDED.


4b. Director Panel Assessment

Before generating the final verdict, spawn all four directors as parallel subagents via Task using the parallel gate protocol from .claude/docs/director-gates.md. Issue all four Task calls simultaneously — do not wait for one before starting the next.

Spawn in parallel:

  1. creative-director — gate CD-PHASE-GATE (.claude/docs/director-gates.md)
  2. technical-director — gate TD-PHASE-GATE (.claude/docs/director-gates.md)
  3. producer — gate PR-PHASE-GATE (.claude/docs/director-gates.md)
  4. art-director — gate AD-PHASE-GATE (.claude/docs/director-gates.md)

Pass to each: target phase name, list of artifacts present, and the context fields listed in that gate's definition.

Collect all four responses, then present the Director Panel summary:

## Director Panel Assessment

Creative Director:  [READY / CONCERNS / NOT READY]
  [feedback]

Technical Director: [READY / CONCERNS / NOT READY]
  [feedback]

Producer:           [READY / CONCERNS / NOT READY]
  [feedback]

Art Director:       [READY / CONCERNS / NOT READY]
  [feedback]

Apply to the verdict:

  • Any director returns NOT READY → verdict is minimum FAIL (user may override with explicit acknowledgement)
  • Any director returns CONCERNS → verdict is minimum CONCERNS
  • All four READY → eligible for PASS (still subject to artifact and quality checks from Section 3)

5. Output the Verdict

## Gate Check: [Current Phase] → [Target Phase]

**Date**: [date]
**Checked by**: gate-check skill

### Required Artifacts: [X/Y present]
- [x] design/gdd/game-concept.md — exists, 2.4KB
- [ ] docs/architecture/ — MISSING (no ADRs found)
- [x] production/sprints/ — exists, 1 sprint plan

### Quality Checks: [X/Y passing]
- [x] GDD has 8/8 required sections
- [ ] Tests — FAILED (3 failures in tests/unit/)
- [?] Core loop playtested — MANUAL CHECK NEEDED

### Blockers
1. **No Architecture Decision Records** — Run `/architecture-decision` to create one
   covering core system architecture before entering production.
2. **3 test failures** — Fix failing tests in tests/unit/ before advancing.

### Recommendations
- [Priority actions to resolve blockers]
- [Optional improvements that aren't blocking]

### Verdict: [PASS / CONCERNS / FAIL]
- **PASS**: All required artifacts present, all quality checks passing
- **CONCERNS**: Minor gaps exist but can be addressed during the next phase
- **FAIL**: Critical blockers must be resolved before advancing

5a. Chain-of-Verification

After drafting the verdict in Phase 5, challenge it before finalising.

Step 1 — Generate 5 challenge questions designed to disprove the verdict:

For a PASS draft:

  • "Which quality checks did I verify by actually reading a file, vs. inferring they passed?"
  • "Are there MANUAL CHECK NEEDED items I marked PASS without user confirmation?"
  • "Did I confirm all listed artifacts have real content, not just empty headers?"
  • "Could any blocker I dismissed as minor actually prevent the phase from succeeding?"
  • "Which single check am I least confident in, and why?"

For a CONCERNS draft:

  • "Could any listed CONCERN be elevated to a blocker given the project's current state?"
  • "Is the concern resolvable within the next phase, or does it compound over time?"
  • "Did I soften any FAIL condition into a CONCERN to avoid a harder verdict?"
  • "Are there artifacts I didn't check that could reveal additional blockers?"
  • "Do all the CONCERNS together create a blocking problem even if each is minor alone?"

For a FAIL draft:

  • "Have I accurately separated hard blockers from strong recommendations?"
  • "Are there any PASS items I was too lenient about?"
  • "Am I missing any additional blockers the user should know about?"
  • "Can I provide a minimal path to PASS — the specific 3 things that must change?"
  • "Is the fail condition resolvable, or does it indicate a deeper design problem?"

Step 2 — Answer each question independently. Do NOT reference the draft verdict text — re-check specific files or ask the user.

Step 3 — Revise if needed:

  • If any answer reveals a missed blocker → upgrade verdict (PASS→CONCERNS or CONCERNS→FAIL)
  • If any answer reveals an over-stated blocker → downgrade only if citing specific evidence
  • If answers are consistent → confirm verdict unchanged

Step 4 — Note the verification in the final report output: Chain-of-Verification: [N] questions checked — verdict [unchanged | revised from X to Y]


6. Update Stage on PASS

When the verdict is PASS and the user confirms they want to advance:

  1. Write the new stage name to production/stage.txt (single line, no trailing newline)
  2. This immediately updates the status line for all future sessions

Example: if passing the "Pre-Production → Production" gate:

echo -n "Production" > production/stage.txt

Always ask before writing: "Gate passed. May I update production/stage.txt to 'Production'?"


7. Closing Next-Step Widget

After the verdict is presented and any stage.txt update is complete, close with a structured next-step prompt using AskUserQuestion.

Tailor the options to the gate that just ran:

For systems-design PASS:

Gate passed. What would you like to do next?
[A] Run /create-architecture — produce your master architecture blueprint and ADR work plan (recommended next step)
[B] Design more GDDs first — return here when all MVP systems are complete
[C] Stop here for this session
Note for systems-design PASS: /create-architecture is the required next step before writing any ADRs. It produces the master architecture document and a prioritized list of ADRs to write. Running /architecture-decision without this step means writing ADRs without a blueprint — skip it at your own risk.

For technical-setup PASS:

Gate passed. What would you like to do next?
[A] Start Pre-Production — begin prototyping the Vertical Slice
[B] Write more ADRs first — run /architecture-decision [next-system]
[C] Stop here for this session

For all other gates, offer the two most logical next steps for that phase plus "Stop here".


8. Follow-Up Actions

Based on the verdict, suggest specific next steps:

  • No art bible? → /art-bible to create the visual identity specification
  • Art bible exists but no asset specs? → /asset-spec system:[name] to generate per-asset visual specs and generation prompts from approved GDDs
  • No game concept? → /brainstorm to create one
  • No systems index? → /map-systems to decompose the concept into systems
  • Missing design docs? → /reverse-document or delegate to game-designer
  • Small design change needed? → /quick-design for changes under ~4 hours (bypasses full GDD pipeline)
  • No UX specs? → /ux-design [screen name] to author specs, or /team-ui [feature] for full pipeline
  • UX specs not reviewed? → /ux-review [file] or /ux-review all to validate
  • No accessibility requirements doc? → Use AskUserQuestion to offer to create it now:

- Prompt: "The gate requires design/accessibility-requirements.md. Shall I create it from the template?" - Options: Create it now — I'll choose an accessibility tier, I'll create it myself, Skip for now - If "Create it now": use a second AskUserQuestion to ask for the tier: - Prompt: "Which accessibility tier fits this project?" - Options: Basic — remapping + subtitles only (lowest effort), Standard — Basic + colorblind modes + scalable UI, Comprehensive — Standard + motor accessibility + full settings menu, Exemplary — Comprehensive + external audit + full customization - Then write design/accessibility-requirements.md using the template at .claude/docs/templates/accessibility-requirements.md, filling in the chosen tier. Confirm: "May I write design/accessibility-requirements.md?"

  • No interaction pattern library? → /ux-design patterns to initialize it
  • GDDs not cross-reviewed? → /review-all-gdds (run after all MVP GDDs are individually approved)
  • Cross-GDD consistency issues? → fix flagged GDDs, then re-run /review-all-gdds
  • No test framework? → /test-setup to scaffold the framework for your engine
  • No QA plan for current sprint? → /qa-plan sprint to generate one before implementation begins
  • Missing ADRs? → /architecture-decision for individual decisions
  • No master architecture doc? → /create-architecture for the full blueprint
  • ADRs missing engine compatibility sections? → Re-run /architecture-decision or manually add Engine Compatibility sections to existing ADRs
  • Missing control manifest? → /create-control-manifest (requires Accepted ADRs)
  • Missing epics? → /create-epics layer: foundation then /create-epics layer: core (requires control manifest)
  • Missing stories for an epic? → /create-stories [epic-slug] (run after each epic is created)
  • Stories not implementation-ready? → /story-readiness to validate stories before developers pick them up
  • Tests failing? → delegate to lead-programmer or qa-tester
  • No playtest data? → /playtest-report
  • Less than 3 playtest sessions? → Run more playtests before advancing. Use /playtest-report to structure findings.
  • No Difficulty Curve doc? → Consider creating one at design/difficulty-curve.md before polish
  • No player journey document? → create design/player-journey.md using the player journey template
  • Need a quick sprint check? → /sprint-status for current sprint progress snapshot
  • Performance unknown? → /perf-profile
  • Not localized? → /localize
  • Ready for release? → /launch-checklist

Collaborative Protocol

This skill follows the collaborative design principle:

  1. Scan first: Check all artifacts and quality gates
  2. Ask about unknowns: Don't assume PASS for things you can't verify
  3. Present findings: Show the full checklist with status
  4. User decides: The verdict is a recommendation — the user makes the final call
  5. Get approval: "May I write this gate check report to production/gate-checks/?"

Never block a user from advancing — the verdict is advisory. Document the risks and let the user decide whether to proceed despite concerns.

平台分布

Codex

35.76%
按下载量换算118

Claude

29.59%
按下载量换算97

Cursor

22.68%
按下载量换算75

Gemini CLI

9.34%
按下载量换算31

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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