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38건(NintendaDev의 저장소) · 인기순

Archive completed plans. Moves finished folder plans from .unikit/code/plans/<folder>/ to .unikit/code/archive/plans/<folder>/, so plan lookup and the plan lists stop offering them; an unfinished plan moves only when the user picks it, and is marked as unfinished. Lists every plan with its created and last-change dates; plans can be picked by number or by date. Never deletes, renames or commits. Use when user says "archive plans", "archive completed", "archive old plans", "clean up plans", or "show archived plans". Not for .unikit/code/PLAN.md or FIX_PLAN.md; to check that a plan is really done use /unikit-verify, to commit the move use /unikit-commit.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Generate and maintain the project's TECHNICAL documentation from its codebase — scans the project structure, tech stack, and module boundaries, then writes a lean README landing page plus detailed topic pages (architecture, modules, setup, build, APIs), only the docs that are relevant. Use whenever the user wants to create, update, or validate documentation of the CODE or the project itself, e.g. "generate documentation", "create docs", "write the README", "update the project docs", "document the codebase", "document this project's architecture", "validate the project documentation". This is CODE / project documentation only — it never documents the game design. To render the GAME DESIGN (the GDD: systems, flows, content, economy) for people to read use /unikit-gd-docs.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Learn project rules from accumulated fix patches in .unikit/code/patches/. Analyzes past mistakes, extracts prevention points, classifies each as a coding rule (→ RULES.md) or a per-skill workflow rule (→ skill-context), and proposes them for approval. Use when the user wants to turn past fixes into rules — "evolve", "evolve the rules", "learn from past mistakes", "learn from the fixes", "analyze the patches", "what rules should we add from recent fixes". Best run after several /unikit-fix sessions have left patches behind. This derives rules from accumulated patch history — to add a single rule by hand use /unikit-rules, and to promote mature RULES.md entries into the knowledge base use /unikit-memory migrate-rules.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Enter explore mode for technical work — a thinking partner for {{engine_name}} code, architecture, and implementation decisions before you write any code. Use it to investigate a technical solution, design the architecture of a feature, choose between frameworks or libraries, compare implementation approaches, analyze how existing code or a system works, or deeply root-cause a complex bug without fixing it yet. The ultra mode adds adaptive artifacts (a C4 view, ADRs, a dependency graph) to the research folder — run it on "ultra research", "ultra explore" or "ultraresearch"; otherwise run the default. Trigger on "let's explore this technical solution", "how should we architect this feature", "which framework should we use", "run an ultra research on the save system", "investigate this error deeply". Research and analysis only — it never writes code. This is the CODE / engineering explorer — for GAME-DESIGN, GDD, mechanics, or balance research (no code) use /unikit-gd-explore.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Fix a specific bug or problem in a {{engine_name}} project. Supports two modes — immediate fix or plan-first. Without arguments executes existing .unikit/code/FIX_PLAN.md. Checks {{engine_name}} compilation, suggests test coverage, and creates self-improvement patches. Use when user says "fix bug", "debug this", "something is broken", "fix the tests", "fix the errors in the tests", "read the errors in the {{engine_name}} console logs and fix the problems", or pastes an error message or {{engine_name}} console log. Also trigger when user shares a NullReferenceException, MissingReferenceException, compilation error, or any {{engine_name}}-specific error.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Author and own ONE content type's typed schema (the CONTENT-TYPE.md) at .unikit/gamedesign/content-types/CT-<slug>.md — the content / catalog layer of the GDD (cards, items, weapons, enemies, levels, quests, loot). Use whenever the user wants to ADD a new kind of content or UPDATE its schema, e.g. "add a new content type", "design the loot content", "define the card schema", "add an enemies content type", "add a rarity field to items", "switch this catalog to curated". Create the skeleton, fill its typed field schema (CT.fields), scale, relationships, and validation, AND revise the schema under the delta discipline (a schema change bumps the version + changelog). Selects the scale (bulk | curated) and self-registers content_types/content. This owns the content SCHEMA, not the catalog of values — adding individual entries/units is data handled in the editor, not a schema edit. To add or detail a system use /unikit-gd-system; to add a flow use /unikit-gd-flow; to apply a multi-zone edit use /unikit-gd-apply.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Render the GAME-DESIGN document (the GDD) into a human-readable form — read-only Markdown chapters under docs/design/ (index, systems, flows, content, economy, glossary), with facts resolved inline from GD-IDS.yaml and drafts flagged 🚧. Optional --web also renders an HTML site from the unikit-docs template (falls back to Markdown-only if the template is absent). Use to export or publish the design for people to read, e.g. "render the GDD", "export the game design to docs", "generate readable design docs", "publish the GDD", "make a design doc site". Read-only — it never edits the GDD or registry, only renders it. This renders the game DESIGN — for the project's CODE documentation (README, docs/*, modules, architecture) use /unikit-docs.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Qualitative quality review of game design documents — answers "is this design good, and does it follow best practices?" — across all three GDD axes: systems, flows, and content types. Fans out adversarial lenses (completeness, clarity, pillar alignment, systems-math, fantasy-delivery, feasibility, scope) plus domain lenses that check it against the game-design rules, each prompted to find problems rather than validate; produces a severity-graded verdict and a two-bucket report (apply-ready fixes vs research), handed to /unikit-gd-apply or /unikit-gd-explore in one move. Scope is inferred: a named system, flow, or content type reviews that document; "all" runs a cross-document review. Use when the user wants a critique, quality judgment, or rules check of the design, e.g. "review the combat GDD", "review the onboarding flow". This is the subjective quality pass — for a mechanical consistency check (numbers, terms, IDs, references matching the registry) use /unikit-gd-verify.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Navigator and help guide for the UniKit framework — use when the user is unsure what to do next, where to start, or which unikit skill fits their situation. It diagnoses intent and points to the right skill or pipeline: starting a project, writing code, testing, planning, the spec-driven code workflow, authoring or detailing game design, finding a new mechanic, or deciding what game to build. Trigger on questions like "what do I do next", "where do I start", "how do I start coding", "how do I test my code", "how do I create the game design", "how do I detail a system", "how do I find a new mechanic", "which unikit skill should I use", "how does the code pipeline relate to game design", "I'm lost in unikit", "help me with unikit". Read-only — it explains and points to the right command, it never edits project files. For technical code research use /unikit-explore; for game-design research use /unikit-gd-explore; to initialize the framework use /unikit.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Execute the tasks from an already-created feature plan in .unikit/code/plans/ — read the plan manifest (the PLAN.md file in the plan folder), work through the uncompleted tasks in order, write the code, mark progress, and resume across sessions. Supports selective runs by phase or by task numbers, and continuing from where the last session stopped. Use whenever a plan exists and the user wants to build it, e.g. "implement", "implement the plan", "start coding", "execute the plan", "run the plan", "do the next task", "implement phase 3", "implement tasks 2.1 and 2.3", "continue implementation", "continue where we left off", "keep going on the feature". To create the plan first, use the planning skill — this one carries an existing plan out.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Refine an existing implementation plan with a second iteration. Re-analyzes the codebase for gaps, missing tasks, and wrong dependencies. Use after /unikit-plan or to improve a /unikit-fix plan, or when the user says "improve the plan", "what's wrong with the plan", or "update the plan from research". Optional +check flag validates refinements via a fresh-context subagent.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Curate .unikit/MCP-RECHECK-NOTES.md — the project's log of findings about the configured engine MCP server. Four jobs: re-stamp (the server moved, so every entry is suspect), replay (reproduce a `replay: safe` finding inside a disposable sandbox to see whether it still holds), retire (offer to drop what was fixed or went upstream), and upstream (print a ready diff for the packaged INDEX.md). Use for "audit the MCP notes", "are these findings still true", "recheck the MCP traps", "clean up MCP-RECHECK-NOTES", "the server was updated — revisit the notes". Replaying mutates a live editor, so it starts by telling you how to prepare it — save your scene, open an empty one — and asks once before touching anything. Everything it creates lives under a single UNIKIT_AUDIT_<runid> prefix, is deleted in one action, and the scene is never saved. To record a NEW finding use /unikit-mcp-trap instead.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Curate the project's knowledge base and memory in .unikit/memory/ — the indexed reference library of coding standards and framework usage patterns. ALWAYS use this skill whenever the user adds knowledge from a source: a URL, a file, a folder path, a PDF, an article, or a book — any path/link/document is a strong signal for the knowledge base, not a quick rule. Also use it to research or document how the project uses a framework, or to add a researched core/stack knowledge entry. Sub-commands by phrasing: "migrate the rules" or "promote rules" runs migrate-rules; "optimize the knowledge base" or "optimize the rules" runs optimise (extract large sections into references); "validate" re-syncs RULES_INDEX.md; "--module <id>" targets a module. For a quick one-line convention or correction typed as a prompt ("always do X", "never use Y", "remember this") with no source, use /unikit-rules; for architecture decisions use ARCHITECTURE.md.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Create an implementation plan for a feature — a dependency-ordered, actionable task list for the project. Has four modes: fast (a quick single-pass plan), full (a richer plan that can also create a git branch), ultra (a multi-file bundle — a manifest plus one deeply specified file per phase — for execution by a smaller model), and add (extend an existing plan with more tasks). Pick the mode from the user's wording: "full plan" runs full; "quick plan" or "fast plan" runs fast; "ultra plan", "ultraplan" or "ultra-plan" runs ultra; a plain "create a plan" with no qualifier defaults to fast; "add to the plan" or "extend the plan" runs add. Use whenever the user wants to plan a feature or task, e.g. "create a plan", "create a full plan", "create a quick plan", "run an ultra plan for the inventory system", "plan this feature", "add this to the plan", "extend the plan", "add a phase to the plan". Ultra runs only when the user names it — never because the feature looks large.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

unikit-pr

무료

Write, open and — when allowed — merge a pull request for the current feature branch of a {{engine_name}} project, with or without a plan. Builds a plain-language PR text (one feature per line) from the plan's `## Modules` and task `WHY:` lines, or — without a plan — from the commits and the code changes themselves; pushes the current state (asking where to end when it stands inside a plan module), opens or updates the branch's single open PR through the GitHub MCP, and merges with a merge commit only when the merge brings nothing from the base branch. Levels: remind (text only), create, merge; capped by `git.pull_requests.max_level`. Trigger phrases: "pull request", "open a PR", "create PR", "PR description", "merge the PR". For commit messages use /unikit-commit; for reviewing a PR's code use /unikit-review.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Perform a code review on {{engine_name}} {{engine_code_language}} code. Checks for bugs, security issues, performance problems, and best practices against the project's coding rules, design principles, and framework-specific conventions. Supports four modes — staged changes, a pull request, a commit range, or individual files. Use when the user says "review code", "check my code", "code review", "review PR", "review staged changes", "review these commits", or "is this code okay". Optional +check flag validates findings via a fresh-context subagent.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Create or update a strategic project roadmap with major milestones. Generates .unikit/ROADMAP.md — a high-level checklist of project goals. Use when user says "roadmap", "project plan", "milestones", "what to build next", "strategic goals", or wants to see big-picture progress. Also use when the user asks to check which milestones are done or wants to plan the overall project direction.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트

Orchestrate the remote rules registry — the shared registry (often connected as a local folder or git repo) that the project's rules are published to and pulled from. Three modes, picked from the user's wording: create scaffolds a new local rules registry ("create a local rules registry", "init a rules registry"); update migrates/promotes local knowledge-base rules from .unikit/memory/ into the remote registry with automatic semver bumps ("migrate local rules to the remote registry", "promote my rules to the registry", "push local rules", "publish local rules", "update the rules registry"); sync pulls registry updates back into memory ("sync the rules registry", "pull registry updates"). Pass "--module <id>" to scope to one knowledge-base module. This skill ONLY orchestrates the CLI (`unikit-ai rules *`) — it never edits .unikit.json or .unikit/memory/ sources directly.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

NintendaDev/unikit-ai192026년 10월 14일 업데이트