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NintendaDev

@NintendaDev

38 个技能1 个仓库 19

技能(38)

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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.

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NintendaDev/unikit-ai192026年10月14日 更新

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.

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NintendaDev/unikit-ai192026年10月14日 更新

Dispatch an explicit, user-dictated set of edits that spans TWO OR MORE zones of the GDD — the master spec, systems, content types, and flows — in one ordered pass. Writes nothing itself: it resolves each delta to its (target, zone), orders them so a system change lands before the content or flow that depends on it, delegates each to the owning skill (/unikit-gd-spec, /unikit-gd-system, /unikit-gd-content, /unikit-gd-flow), and closes with one /unikit-gd-verify pass. Use when you already know the changes and they touch more than one part of the design, e.g. "apply these GDD changes", "update the combat system and its loot and the boss flow". It also takes a /unikit-gd-review report file (applies its apply-ready bucket), and a bare /unikit-gd-apply reads the last /unikit-gd-verify output in the session. For a single-zone change call its owner directly; to research an open question use /unikit-gd-explore first.

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NintendaDev/unikit-ai192026年10月14日 更新

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.

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NintendaDev/unikit-ai192026年10月14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.

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NintendaDev/unikit-ai192026年10月14日 更新

Cold-start brownfield reconnaissance — reconstruct the WHOLE game design from an existing codebase when there is no GDD yet. Optionally accepts a free-text game description, notes, or reference links to guide and enrich the scan. Use when the user wants to build the game design from the code, e.g. "create a GDD from this codebase", "reconstruct the design from our code — it's a roguelike deck-builder", "build a design doc from the existing project, here are some refs". Scans the project (engine auto-detected), extracts a system roster + dependency graph and content-type schemas / resources / entities into one passive .unikit/gamedesign/RECON.md, tags every fact provenance:extracted-from-code, and writes a mandatory Intent Gap for what code cannot know (pillars, fantasy, the "why"). Writes nothing else and calls no skill. STRICTLY whole-project cold-start — if a GDD already exists and the user wants a specific part investigated, use /unikit-gd-explore (code lens); to author the GDD use /unikit-gd-spec.

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NintendaDev/unikit-ai192026年10月14日 更新

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.

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NintendaDev/unikit-ai192026年10月14日 更新

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.

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NintendaDev/unikit-ai192026年10月14日 更新

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.

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NintendaDev/unikit-ai192026年10月14日 更新

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.

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NintendaDev/unikit-ai192026年10月14日 更新

Manage the project's TODO list in .unikit/TODO.md — capture work to remember for later, not to do right now. Use it to add a deferred item, mark a todo complete, or show the list. The point is to park tasks you don't want to act on in the moment but don't want to forget. Trigger on "add a todo", "add this to the todo list", "put X on the todo list", "remind me to...", "don't forget to...", "note this for later", "we should do this later", "mark this todo done", "what's on the todo list", "what's left to do". This is only for parking reminders — to actually plan or do the work now, use /unikit-plan, /unikit-implement, or /unikit-devcontext.

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NintendaDev/unikit-ai192026年10月14日 更新

A test skill from an extension (v2)

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NintendaDev/unikit-ai192026年10月14日 更新

Custom commit skill replacing the base unikit-commit

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NintendaDev/unikit-ai192026年10月14日 更新

Customize how a built-in unikit skill behaves in this specific project by writing workflow overrides into its skill-context file. These are per-skill workflow rules (e.g. "/unikit-review should also flag TODO comments", "/unikit-implement should run tests after each task"), not coding conventions. Use when the user wants to change, customize, or override how a particular unikit skill works in this project — "customize the review skill", "make /unikit-fix always add logging here", "the implement skill should do X differently", "add a skill rule for /unikit-commit". Use "validate" to find stale overrides against updated base skills. For a general coding convention (not tied to one skill) use /unikit-rules; to derive rules from past mistakes use /unikit-evolve.

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NintendaDev/unikit-ai192026年10月14日 更新

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