game-accessibility-spe…
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user wants feedback on a game design document, GDD review, design evaluation, or consistency check on an existing design. Triggers on: "review my GDD", "design feedback", "evaluate design", "design document review", "GDD critique". Do NOT invoke for brainstorming
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-design-reviewContext preview
The summary Claude sees to decide when to auto-load this skill.
Invoke when the user wants feedback on a game design document, GDD review, design evaluation, or consistency check on an existing design. Triggers on: "review my GDD", "design feedback", "evaluate design", "design document review", "GDD critique". Do NOT invoke for brainstorming
name: "game-design-review" description: > Invoke when the user wants feedback on a game design document, GDD review, design evaluation, or consistency check on an existing design. Triggers on: "review my GDD", "design feedback", "evaluate design", "design document review", "GDD critique". Do NOT invoke for brainstorming new ideas (use game-brainstorm) or balance tuning (use game-balance-check). Part of the AlterLab GameForge collection. argument-hint: "[path to design document]" effort: medium context: fork allowed-tools: Read, Glob, Grep, Write, AskUserQuestion version: 1.3.0
A game design document is a living contract between your ambitions and your execution capacity. A bad GDD is not poorly formatted -- it is one that lets the team build confidently in the wrong direction for weeks before anyone notices. Hollow Knight's design doc worked because Team Cherry kept it tight, falsifiable, and obsessively focused on three pillars. Most GDDs fail because they describe a game without constraining it -- anything goes, so nothing works.
This is not a checklist review. A checklist confirms sections exist. This review confirms sections are good -- internally consistent, psychologically grounded, scope-honest, and specific enough to guide implementation decisions. Disco Elysium's systems-narrative integration did not happen by accident -- it happened because the design document specified exactly how every skill check connected to every dialogue branch. That level of specificity is what this review demands.
Use this workflow when:
Problems this solves:
1. **Read the whole document before commenting.** Context matters. A mechanic that seems orphaned in Section 3 might be justified by the progression system in Section 7. Read everything first, then analyze.
2. **Severity matters.** Not all findings are equal. A missing core loop definition is Critical. A vague art style reference is Minor. Assign severity explicitly so the designer knows where to spend time.
3. **Be specific, not vague.** "The combat system could be better" is useless feedback. "The combat system describes player attacks but never specifies enemy behavior patterns, making it impossible to tune difficulty" is actionable. Name the problem, cite the section, propose the fix.
4. **Propose, do not prescribe.** Offer alternative approaches with reasoning, not mandates. The designer owns the vision. Your job is to identify problems and suggest directions -- "Disco Elysium solved this by tying skill checks to dialogue, not combat" is a reference that opens thinking. "Just copy Disco Elysium" is lazy.
5. **Reference the theory.** When flagging an issue, connect it to established design principles from `docs/game-design-theory.md`. "This violates Flow Theory because the difficulty spike at Stage 3 has no skill-building ramp" is stronger than "Stage 3 is too hard."
6. **Check alignment across the document.** The biggest GDD failures are not missing sections but contradictions between sections. A pillar that says "player freedom" and a level design section that describes linear corridors is a critical contradiction.
**Step 1: Document Intake**
Read the complete design document. Note the structure, length, and overall organization. Identify which of the 8 required GDD sections are present:
REQUIRED GDD SECTIONS ------------------------------------------------- 1. Game Overview (concept, genre, platform, audience) 2. Core Mechanics (player actions, systems, interactions) 3. Game Flow / Core Loop (30-sec to full-game timescales) 4. Level / World Design (spaces, progression through space) 5. Art Direction (visual style, references, asset requirements) 6. Audio Design (music, SFX, adaptive audio approach) 7. UI / UX Design (menus, HUD, accessibility considerations) 8. Technical Requirements (engine, platforms, performance targets) OPTIONAL BUT VALUABLE - Narrative Design (story, characters, dialogue systems) - Monetization Model (if applicable) - Multiplayer Design (if applicable) - Accessibility Plan - Competitive Analysis -------------------------------------------------
**Step 2: Pillar Alignment Review**
This is the most important dimension. If the game has defined design pillars, every mechanic and system must trace back to at least one pillar. If no pillars are defined, flag this as a Critical finding.
PILLAR ALIGNMENT MATRIX ------------------------------------------------- Mechanic/System | Pillar 1 | Pillar 2 | Pillar 3 | Orphan? ------------------------------------------------- [combat system] | Yes | -- | Yes | No [crafting system] | -- | -- | -- | YES - flag [dialogue choices] | Yes | Yes | -- | No [inventory management] | -- | -- | -- | YES - flag ------------------------------------------------- Orphan mechanics are red flags. They either: a) Should be cut (they serve no pillar, so they dilute focus) b) Reveal a missing pillar (add a pillar that justifies
🎮 34 production-grade Claude Code skills for indie game development — studio agents, workflow skills, engine specialists, genre packs, and CI validation. From concept to launch.
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user asks about art style, visual language, style guide, character design, environment art, UI art direction, asset pipeline, reference boards,…
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio…
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.…
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency,…