hotfix
免费Emergency fix workflow that bypasses normal sprint processes with a full audit trail. Creates hotfix branch, tracks approvals, and ensures the fix is backported correctly.
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Emergency fix workflow that bypasses normal sprint processes with a full audit trail. Creates hotfix branch, tracks approvals, and ensures the fix is backported correctly.
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Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.
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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.
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Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
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Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes.
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Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
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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.
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Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.
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Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.
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Decompose a game concept into individual systems, map dependencies, prioritize design order, and create the systems index.
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Generate player-facing patch notes from git history, sprint data, and internal changelogs. Translates developer language into clear, engaging player communication.
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Structured performance profiling workflow. Identifies bottlenecks, measures against budgets, and generates optimization recommendations with priority rankings.
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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.
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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.
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Generates a comprehensive pre-release validation checklist covering build verification, certification requirements, store metadata, and launch readiness.
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Pre-workflow rapid prototyping for exploring multiple game ideas before committing to a development workflow. Produces lightweight reports with no workflow commitment.
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Complete launch readiness validation covering every department: code, content, store, marketing, community, infrastructure, legal, and go/no-go sign-offs.
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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.
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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.
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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.
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Guided, section-by-section Art Bible authoring. Creates the visual identity specification that gates all asset production. Run after /concept-brainstorm is approved and before /map-systems or any GDD authoring begins.
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Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
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Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.
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Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.
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