Skip to content

fagemx/gstack-game

Repository files navigation

gstack-game

Complete game development workflow skills for Claude Code

繁體中文

27 interactive AI review skills for game development — from concept to shipped build. Covers the complete game production workflow: design review, prototype planning, implementation handoff, game feel diagnosis, playability assessment, code review, QA, and release. Built on gstack's engineering architecture and review methodology, fully rewritten for game development.

What this IS: A structured review and quality assurance system — it helps you judge, score, and improve your game design and code. What this is NOT: A game builder or code generator — it doesn't implement features or create assets for you.

gstack is Garry Tan's AI engineering workflow for Web/SaaS. gstack-game ports that same methodology to game dev: game design theory (MDA, SDT, Flow State) replaces SaaS metrics (MRR, churn). Core loop, retention hooks, and Sink/Faucet economy models replace API endpoints and database schemas. The engineering backbone (template engine, preamble injection, anti-sycophancy) maintains gstack-level quality.

Who this is for:

  • Solo indie developers — structured design review and QA even as a one-person team
  • Small teams (2-5) — AI skills fill missing specialist roles (economy designer, UX researcher, QA lead)
  • Game design students — structured design thinking framework with game design theory built into every skill

Quick start: your first 10 minutes

  1. Install gstack-game (30 seconds — see below)
  2. Run /game-import — convert your PDF/doc/notes into a standardized GDD. It reads your file, audits completeness against an 8-section standard, asks about gaps, and writes docs/gdd.md.
  3. Run /game-review — design review the GDD. Section-by-section with scoring, forcing questions, and recommendations.
  4. Run /player-experience — simulate a player walkthrough with a specific persona.
  5. Run /game-ideation — brainstorm from scratch if you don't have a design yet.
  6. Stop there. You'll know if this is for you.

Install — 30 seconds

Requirements: Claude Code, Git, Bun v1.0+

Option A: Paste to Claude (recommended)

Open Claude Code and paste this. Claude does the rest.

Install gstack-game: run git clone <repo-url> ~/.claude/skills/gstack-game && cd ~/.claude/skills/gstack-game && bun run build then add a "gstack-game" section to CLAUDE.md that lists the available skills: /game-import, /game-ideation, /game-direction, /game-review, /game-eng-review, /balance-review, /player-experience, /game-ux-review, /pitch-review, /prototype-slice-plan, /implementation-handoff, /gameplay-implementation-review, /feel-pass, /build-playability-review, /game-qa, /game-ship, /game-debug, /game-retro, /game-codex, /game-docs, /game-visual-qa, /asset-review, /playtest, /skill-review, /contribute-review, /careful, /guard, /unfreeze. Then ask the user if they also want to add gstack-game to the current project.

Option B: Add to your repo so teammates get it

Add gstack-game to this project: run cp -Rf ~/.claude/skills/gstack-game .claude/skills/gstack-game && rm -rf .claude/skills/gstack-game/.git && cd .claude/skills/gstack-game && bun run build then add a "gstack-game" section to this project's CLAUDE.md listing all available skills.

Real files get committed to your repo (not a submodule), so git clone just works. Everything lives inside .claude/. Nothing touches your PATH or runs in the background.

Option C: Manual install

# Install a single skill:
cp -r /path/to/gstack-game/skills/game-review your-project/.claude/skills/

# Or install everything:
/path/to/gstack-game/bin/install.sh .

See it work

You:    I have a game design PDF I'd like to review
You:    /game-import

Claude: I found your PDF. Let me read it and check what's there.

        | Section              | Status |
        | Core Loop            | ✅     |
        | Systems Detail       | ✅     |
        | Progression          | ❌     |
        | Economy              | ❌     |
        | Player Motivation    | ❌     |

        3/8 sections missing. Want me to ask about each gap?
        A) Probe the gaps — one question per missing section
        B) Just write the GDD — mark gaps as ❌
        C) Focus on critical gaps only

You:    A

Claude: Your GDD doesn't define how players come back.
        What pulls a player back for a second session?
        A) New content unlocks
        B) Unfinished business — "my character is still growing"
        C) Daily rewards / rituals
        D) I don't know yet — mark as TBD

        → [walks through each gap with one focused question]
        → Writes docs/gdd.md (116 lines, 5/8 sections)
        → "Ready for /game-review"

You:    /game-review

Claude: Mode: A (Mobile/Casual) — weights adjusted

        Section 1 — Core Loop: 7/10
        "The 4-phase loop is clear but meso-loop is undefined."
        A) Continue to Progression  B) Dig deeper  C) Fast-forward

        → [walks through each section, one issue at a time]

        GDD Health Score: 5.8/10
        STATUS: DONE_WITH_CONCERNS

You:    /player-experience

Claude: Who should I pretend to be?
        A) Casual Newcomer (3-min attention)
        B) Interested Returner (Day 2-3)
        → [recommends A based on GDD state]

        Phase 1 — First Contact (0-30s):
        0:00 — I see a loading screen. Emotion: Neutral
        0:12 — First tap. Emotion: Engaged ✅ Aha moment
        1:30 — Waiting for next wave. Emotion: Bored 🔴

        "Would this persona return? My assessment: unlikely — 1:30 dead time."

You:    I want to brainstorm a new concept instead
You:    /game-ideation

Claude: First — what stage are you at? Do you have a prototype, or just the concept?
        → Level 1: one-line pitch. Let's go deeper.

        Fantasy: What should the player FEEL? "Run a dungeon" is a mechanic,
        not a feeling. Is it "the satisfaction of watching your empire grow
        from nothing"? Or "the evil joy of watching adventurers fall into
        your traps"?
        → You pick: evil joy + strategic satisfaction

        Core Loop: Describe it in one sentence:
        "Place traps → watch adventurers trigger them → collect loot → upgrade → repeat"
        Is the 30-second micro-loop fun on its own? Or only fun because of upgrades?
        → Forcing Q: If you remove all upgrades, is "place → trigger" still fun?

        Twist: Name the 3 most similar games. How are you different?
        Is the difference in mechanics (hard to copy) or art (easy to copy)?
        → Outputs Concept One-Pager

You:    /game-review
Claude: [Reads Concept One-Pager]
        Mode A (Mobile/Casual) — weights adjusted

        Core Loop: 7/10 — micro-loop clear but meso-loop undefined
        Progression: 5/10 — D7 retention hook not defined (-3)
        Economy: 4/10 — faucets only, no sinks (inflation risk)

        GDD Health Score: 5.8/10
        STATUS: DONE_WITH_CONCERNS
        [Walks through each issue one at a time via AskUserQuestion]

You:    /player-experience
Claude: Persona: Casual Newcomer (3-min commute session)

        0:00  Open app          Curious
        0:05  Loading done      Tutorial text   ⚠️ Wall of text, 3+ lines = skipped
        0:12  First trap placed Engaged         ✅ Aha moment
        0:30  First adventurers Excited         ✅ Seeing results
        1:30  Waiting for wave  Bored           🔴 60s dead time, churn risk

        EMOTION ARC: Curious → Excited → Bored
        Issue: 1:30 dead time will kill D1 retention

You:    /gameplay-implementation-review
Claude: Diff: 847 LOC, 12 files
        [Pass 1 — Critical]
        🔴 DungeonManager.Update() — new List<>() every frame, GC pressure
        🔴 TrapData serialization has no version field — save upgrades will break
        ⚠️ Damage calc on client side — cheat vector in multiplayer
        [Pass 2 — Informational]
        Hardcoded magic number: trap_damage = 15

        AUTO-FIXED: 2 issues
        ASK: 3 issues (one at a time)

Six commands. Concept to code review. Each step's output feeds the next.


The sprint

gstack-game is a process, not a collection of tools. Skills are ordered the way a game dev sprint runs:

Think → Plan → Review → Slice → Handoff → Build → Feel → Playability → Test → Ship → Reflect

Each skill feeds the next. /game-import converts your PDF into a GDD that /game-review reads. /game-review flags risks that /prototype-slice-plan uses to decide what to build first. /implementation-handoff packages the slice for coding. /feel-pass checks if the build feels alive. /build-playability-review asks "is this worth playing?" before QA. All outputs are saved to ~/.gstack/projects/ so downstream skills find them automatically — even across sessions.

Skill Your specialist What they do
/game-import Document Specialist Convert any format (PDF, Notion, verbal description) into standardized docs/gdd.md. Audit completeness against 8-section standard. Pipeline gateway.
/game-ideation Game Design Mentor Structure concepts with Fantasy/Loop/Twist, challenge assumptions with 6 forcing questions, plan next validation step with Iceberg framework
/game-direction Producer / Creative Director Challenge "why build this game?", 10 cognitive patterns for strategic review, scope decisions (ADD/KEEP/DEFER/CUT)
/game-review Senior Game Designer GDD review: Core Loop, Progression, Economy, Motivation, Risk. Quantified GDD Health Score
/game-eng-review Technical Director Engine choice, rendering pipeline, networking architecture, asset pipeline, platform adaptation
/balance-review Economy Designer Difficulty curves (Flow State), Sink/Faucet economy, Gini coefficient, pity systems, reward psychology
/player-experience UX Researcher First-person player walkthrough, 6 personas, emotion model, repeat play simulation
/game-ux-review UI/UX Designer HUD readability, menu flow, shop UI, tutorial, controller/touch adaptation, accessibility
/pitch-review Investor / Publisher Lens Market positioning, differentiation, feasibility, business case, Iceberg validation level
/prototype-slice-plan Production Strategist Decide what to build FIRST: which slice, what hypothesis to test, what to fake, what failure looks like
/implementation-handoff Design Translator Convert design intent into a build package: gameplay requirements, acceptance criteria, MUST/SHOULD/COULD priority
/gameplay-implementation-review Senior Game Programmer Three-pass review: Pass 0 (design intent survival) + Pass 1 (frame budget, memory, sync) + Pass 2 (code quality). Evolved from /game-code-review
/feel-pass Game Feel Doctor Diagnose why a mechanic feels dead: responsiveness, impact, rhythm, clarity, payoff. 7-dimension /14 scoring. The most game-specific skill.
/build-playability-review Playability Judge "Is this worth playing?" — loop closure, session viability, retention signal, peak moments. 6-dimension /12 scoring
/game-qa QA Lead 8-dimension testing: functional, visual, performance, audio, input, compatibility, localization, progression. Quantified Health Score
/game-ship Release Engineer Build → Test → Changelog → PR → platform submission (Steam/App Store/Google Play/Web)
/game-debug Debug Specialist 3-strike hypothesis testing + root cause analysis. No guessing.
/game-retro Scrum Master Delivery rate, bug density trends, velocity, milestone health. Max 3 action items.
/game-codex Chaos Engineer Independent-context adversarial review. Finds exploits, desync, save corruption.
/game-docs Technical Writer Player-friendly patch notes + internal changelog + doc sweep
/game-visual-qa Art QA Style consistency, UI alignment, animation quality, screen adaptation
/asset-review Technical Artist Naming conventions, format specs, performance budget, style consistency
/playtest UX Researcher Test plans, observation metrics, interview questions, data analysis framework

Safety tools

Skill What it does
/careful Warns before destructive commands (rm -rf, force push, DROP TABLE)
/guard /careful + restricts file edits to a specific directory
/unfreeze Removes /guard scope restriction

Relationship to gstack

gstack gstack-game
Domain Web / SaaS products Game development
Vocabulary user, feature, API, MRR, churn player, mechanic, core loop, retention, ARPDAU
Dependency Standalone Standalone (no gstack required)

Borrowed from gstack:

  • Template Engine (SKILL.md.tmpl → gen-skill-docs.ts → SKILL.md)
  • Preamble Injection (shared session tracking, telemetry, AskUserQuestion format across all skills)
  • 6 review methodology principles (classify-before-judge, explicit scoring, AUTO/ASK/ESCALATE, structured questions, multi-dim cross-check, anti-sycophancy)
  • Completion Protocol (DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT)

Fully rewritten:

  • All review dimensions, scoring criteria, and forcing questions → game domain
  • 6 game-specific skills that gstack doesn't have
  • Game theory integration (MDA Framework, SDT, Flow State, Nested Loop Model, Sink/Faucet economy)

Quality assessment

Each skill's percentage indicates domain judgment completeness, not code quality.

Score Meaning
70-80% Full structure + domain theory + quantitative scoring. Ready to use, expert fine-tuning only
55-65% Full structure + game vocabulary + AUTO/ASK/ESCALATE. Usable but lacks domain depth
35-40% Structural skeleton + basic flow. Needs domain expert input

The engineering backbone matches gstack quality. What's missing is game industry domain judgment — scoring weights, benchmark numbers, engine-specific review points. These need calibration from experienced game professionals. See docs/domain-judgment-gaps.md for the full checklist.

Theory sources

Source What we took
gstack Engineering architecture + 6 review methodology principles
Claude-Code-Game-Studios MDA/SDT/Flow theory, Nested Loop, Pillar methodology, economy frameworks
guardian (PlayerSimulatorAgent) Player simulation prompts, Iceberg validation framework, Fantasy/Loop/Twist

Development

bun run build                        # Generate all SKILL.md from templates
bun run gen:skill-docs:check         # Check for drift (CI use)
bun test                             # Run 11 validation tests

Adding a new skill

  1. Create skills/my-skill/SKILL.md.tmpl
  2. Use {{PREAMBLE}} for shared behavior injection
  3. Use {{SKILL_NAME}} for auto-filled skill name
  4. Run bun run build

File structure

gstack-game/
├── CLAUDE.md                           ← Full technical docs
├── README.md                           ← This file
├── README.zh-TW.md                     ← 繁體中文版
├── ETHOS.md                            ← Game dev philosophy (Boil the Lake, game edition)
├── CHANGELOG.md                        ← Version history
├── VERSION                             ← 0.3.0
├── package.json                        ← Build scripts
├── bin/                                ← 7 utilities (config, diff-scope, telemetry...)
├── scripts/gen-skill-docs.ts           ← Template engine
├── skills/                             ← 27 skills + shared preamble (many with references/)
├── test/                               ← Tier 1 validation tests
└── docs/                               ← Domain judgment gaps, source assessment, dev guide

Privacy & Telemetry

gstack-game includes opt-in usage telemetry, disabled by default.

  • Default is off. Nothing is sent anywhere unless you explicitly opt in.
  • What's recorded (if enabled): skill name, duration, success/fail. That's it.
  • Never recorded: code, file paths, repo names, prompt content.
  • Change anytime: gstack-config set telemetry off
  • Local only: All data stored in ~/.gstack/analytics/skill-usage.jsonl, never leaves your machine.

Troubleshooting

Skill not showing up? Make sure SKILL.md files are generated: cd .claude/skills/gstack-game && bun run build

Template drift? bun run gen:skill-docs:check — if it reports DRIFT, run bun run build to regenerate.

Windows users: Run under Git Bash or WSL. The shell scripts in bin/ require bash.

Claude doesn't see the skills? Add this to your project's CLAUDE.md:

## gstack-game
Available skills: /game-import, /game-ideation, /game-direction, /game-review,
/game-eng-review, /balance-review, /player-experience, /game-ux-review,
/pitch-review, /prototype-slice-plan, /implementation-handoff,
/gameplay-implementation-review, /feel-pass, /build-playability-review,
/game-qa, /game-ship, /game-debug, /game-retro, /game-codex, /game-docs,
/game-visual-qa, /asset-review, /playtest, /skill-review, /contribute-review,
/careful, /guard, /unfreeze.

Docs

Doc What it covers
Builder Ethos Game dev philosophy: Boil the Lake, Search Before Building, Player Time is Sacred
Contributing Three ways to contribute (5min Issue / 30min markdown / advanced template)
Domain Judgment Gaps Expert review checklist — what needs calibration
Development Guide Skill map, migration guide, architecture overview
Changelog Version history
CLAUDE.md Developer handoff for AI agents working on this repo

License

MIT

About

Complete game production workflow for Claude Code — 27 skills from concept to shipped build. Design review, prototype planning, game feel diagnosis, playability assessment, QA with fix loop, and release. Built on gstack methodology.

Topics

Resources

License

Contributing

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors