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cccskills

「facts」の検索結果

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概要と使いどころ

Mechanical consistency check for game design — answers "is the design consistent with itself?" — plus changed-scope impact analysis across all three GDD axes: systems, flows, and content types. Offline and deterministic: greps the facts registry against the documents (numbers, terms, IDs, duplicate & dangling references, roster↔disk, map freshness, Depends 3-way, status/version, AC presence, placeholder leaks, flow & content schema), and from a git diff computes which dependent systems, flows, and content a change affects. Scope is inferred: a named document checks that document; an unverified diff triggers a changed-scope pass; otherwise everything. Use when the user wants a consistency or impact check, e.g. "verify the design", "what did this change affect", "find broken references in the design". Conflicts triage into four tracks; the entailed fixes hand off to /unikit-gd-apply in one pass. This is the mechanical pass — for a subjective "is this design good" quality critique use /unikit-gd-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。

NintendaDev/unikit-ai182026年10月10日 更新

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.

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。

NintendaDev/unikit-ai182026年10月10日 更新

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.

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。

NintendaDev/unikit-ai182026年10月10日 更新

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.

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。

NintendaDev/unikit-ai182026年10月10日 更新

Pre-release readiness review. Scans for debug artifacts, version mismatches, changelog gaps, git hygiene issues, breaking changes, and license compliance. Runs tests and build verification. Presents consolidated findings for human review before release.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

Good-faith adversarial scrutiny of an idea or plan. Spawns critical skeptics across relevant lenses, pairs them with an advocate defending the idea, and synthesizes the exchange into a report. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

Good-faith divergent brainstorming for achieving a goal. Validates assumptions, then spawns brainstormers running different techniques (first-principles, working-backwards, lateral, analogical, constraints-shift, etc.) in isolation, and synthesizes the pool into a report of standouts, reasonable ideas, and hybrid combinations. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

Retrospective learning from a completed experience. Takes a project, incident, decision that played out, or time period; gathers ground truth (observations) separately from recollections; spawns reflectors applying different lenses (what-worked-vs-got-lucky, what-didn't, what-surprised, system-rewards-vs-intent, decisions-that-aged, what-to-tell-past-self, patterns-that-recur) in isolation; synthesizes into updated mental models as first-class output. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

Abductive reasoning about causes. Takes a phenomenon, separates observations from interpretations, then spawns diagnosticians applying different reasoning lenses (technical, human-factors, process, incentive-structure, environmental, temporal, measurement-artifact, statistical) in isolation. Orchestrator evaluates candidate causes for fit-against-evidence, calibrates confidence honestly, and reports leading candidate(s) with distinguishing evidence needed. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

Prospective failure imagination for a plan, decision, or running system. Operates in two modes — **plan mode** (a plan has not yet been committed to; imagine its catastrophic failure broadly) and **scenario mode** (a specific catastrophic scenario is posed against an existing system; investigate causes against the actual code and architecture). Spawns parallel pre-mortemers in isolation across three categories of lens: standard failure classes (technical, operational, estimation, scope, adoption, dependency, team, incentive, detection, reversibility, adversarial), 0-3 ad-hoc target-specific lenses the orchestrator names when warranted, and a first-principles lens that always runs to catch what the prescribed taxonomy misses. Synthesizes into a prioritized risk register with early-warning signals. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

think-ach

無料

Analysis of Competing Hypotheses. Operationalizes Richards Heuer's CIA-tradition technique for systematically narrowing among multiple hypotheses against evidence. Builds an explicit hypothesis-vs-evidence matrix and focuses on disconfirmation rather than confirmation — the central insight: hypotheses cannot be proven, only disconfirmed; the surviving hypothesis is the one with the least disconfirming evidence. Spawns parallel hypothesizers (in isolation, across hypothesis-generation angles) and parallel evidence-gatherers (across evidence classes), then synthesizes into a matrix, diagnosticity analysis, sensitivity analysis, and falsification milestones. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

Problem redefinition before problem solving. Takes a stated problem, extracts its premises, then spawns reframers applying different lenses (problem-vs-symptom, scope-shift, stakeholder-shift, level-of-abstraction, time-horizon, inversion, category-shift, constraints-shift) in isolation, and synthesizes the alternatives into a report with an orchestrator recommendation. Produces feedback only — no code, no tickets, no artifacts.

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。

chrisallenlane/claude-swe-workflows182026年5月19日 更新

This skill should be used when the user gives a SaaS product's landing page URL, homepage, or name and asks for a full teardown or deep-dive of how the product works across web, desktop, and mobile — including per-platform feature inventories and user journeys, tech stack, pricing/plan mapping, how the platforms integrate and sync (and the business logic behind those choices), hardware integrations, business-scale/revenue signals, and concrete release artifacts per platform — with a structured Markdown report as the deliverable. Trigger on phrases like "research this SaaS", "do a platform teardown of X", "map every feature of this product across web/mobile/desktop", "reverse-engineer how this app works everywhere", or a bare URL plus a request to understand the whole product.

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。

ahmedyehya92/saas-platform-teardown-kit182026年9月7日 更新

Diagnose a CrewRift policy failure from completed artifacts, source mechanics, and social behavior traces.

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。

Metta-AI/coworld172026年10月14日 更新

Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.

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。

hetari/sulaf172026年9月10日 更新

Route technical planning and review between Decisions Mermaid viewer, BuilderIO visual-plan/recap skills, and Open Design when the work needs richer artifacts.

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。

tensology/decisionsai172026年10月13日 更新

Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.

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。

human-kit/ui172026年10月11日 更新

nasa-code

無料

Audit code against NASA JPL's Power of Ten rules, extended for AI-assisted development. Use when checking code for dangerous complexity, unsafe control flow, resource leaks, hidden side effects, missing validation, weak CI gates, AI-generated artifacts, or missing failure-mode tests.

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。

LordMoMA/AI_skills172026年5月23日 更新

Maintain SESSION-STATE.md, the durable within-session memory that survives context compaction. Use when a constraint, settled decision, existing-infrastructure (survey) finding, or open thread must persist across a long session so it is not re-derived or re-litigated. Triggers on /state, "remember this for the session", "record this constraint/decision", or after surveying what already exists. For cross-session/personal memory use .claude/memory/ on Claude or native memories on Codex; for repo-derivable facts, do not record at all.

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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Use when authoring or reviewing CI/CD pipelines — GitHub Actions workflows, reusable workflows, composite actions, OIDC federation to AWS/GCP, caching, artifacts, and pipeline security hardening. Triggers on edits to .github/workflows/**, action.yml, composite action definitions, or mentions of "CI", "CD", "pipeline", "GitHub Actions", "workflow", "OIDC", "runner", "deploy script", "release", or "build pipeline".

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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.

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。

Jannael/Glinter162026年8月11日 更新

Render Aavegotchi assets by deriving renderer hashes from Goldsky Base core data and calling POST /api/renderer/batch on www.aavegotchi.com. Use when the user gives a tokenId or inventory URL, or when deterministic hash plus image artifacts are required.

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。

modbender/skill-library-mcp162026年9月28日 更新

Render Aavegotchi assets by deriving renderer hashes from Goldsky Base core data and calling POST /api/renderer/batch on www.aavegotchi.com. Use when the user gives a tokenId or inventory URL, or when deterministic hash plus image artifacts are required.

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。

modbender/skill-library-mcp162026年9月28日 更新

Apply OpenAI's brand colors, typography, and visual identity standards to artifacts. Ensure design consistency with OpenAI branding for presentations, documents, and UI components.

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。

manu14357/zskills162026年7月24日 更新