Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
日本語の概要は準備中です。原文の説明を表示しています。
3,311 件 ・ 関連度順
概要と使いどころ
Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
日本語の概要は準備中です。原文の説明を表示しています。
Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when starting a major feature.
日本語の概要は準備中です。原文の説明を表示しています。
When a GDD is revised, scans all ADRs and the traceability index to identify which architectural decisions are now potentially stale. Produces a change impact report and guides the user through resolution.
日本語の概要は準備中です。原文の説明を表示しています。
Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
日本語の概要は準備中です。原文の説明を表示しています。
Map test coverage to GDD critical paths, identify fixed bugs without regression tests, flag coverage drift from new features, and maintain tests/regression-suite.md. Run after implementing a bug fix or before a release gate.
日本語の概要は準備中です。原文の説明を表示しています。
Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
日本語の概要は準備中です。原文の説明を表示しています。
Translate approved GDDs + architecture into epics — one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories — run /create-stories [epic-slug] after each epic is created.
日本語の概要は準備中です。原文の説明を表示しています。
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
日本語の概要は準備中です。原文の説明を表示しています。
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) — this checks whether what exists will actually work with the template's skills.
日本語の概要は準備中です。原文の説明を表示しています。
Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins.
日本語の概要は準備中です。原文の説明を表示しています。
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
日本語の概要は準備中です。原文の説明を表示しています。
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences. Every major technical choice should have an ADR.
日本語の概要は準備中です。原文の説明を表示しています。
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
日本語の概要は準備中です。原文の説明を表示しています。
Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.
日本語の概要は準備中です。原文の説明を表示しています。
Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
日本語の概要は準備中です。原文の説明を表示しています。
Read all open bugs in production/qa/bugs/, re-evaluate priority vs. severity, assign to sprints, surface systemic trends, and produce a triage report. Run at sprint start or when the bug count grows enough to need re-prioritization.
日本語の概要は準備中です。原文の説明を表示しています。
Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.
日本語の概要は準備中です。原文の説明を表示しています。
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL verdict. The architecture equivalent of /design-review.
日本語の概要は準備中です。原文の説明を表示しています。
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach — reads registry then targets only conflicting GDD sections rather than full document reads.
日本語の概要は準備中です。原文の説明を表示しています。
After architecture is complete, produces a flat actionable rules sheet for programmers — what you must do, what you must never do, per system and per layer. Extracted from all Accepted ADRs, technical preferences, and engine reference docs. More immediately actionable than ADRs (which explain why).
日本語の概要は準備中です。原文の説明を表示しています。
Generates a contextual onboarding document for a new contributor or agent joining the project. Summarizes project state, architecture, conventions, and current priorities relevant to the specified role or area.
日本語の概要は準備中です。原文の説明を表示しています。
Creates a structured bug report from a description, or analyzes code to identify potential bugs. Ensures every bug report has full reproduction steps, severity assessment, and context.
日本語の概要は準備中です。原文の説明を表示しています。
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
日本語の概要は準備中です。原文の説明を表示しています。
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
日本語の概要は準備中です。原文の説明を表示しています。