game-accessibility-speโฆ
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,โฆ
Reviews an existing GDD or feature spec with a severity-rated rubric: pillar alignment, MDA and player-psychology fit, consistency, scope, testability for agent-built games, originality, AI disclosure and accessibility hooks, ending in a build-readiness verdict. Use for "review
Claude Code
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review --agent claude-code
Codex
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review -a codex -y
Cursor
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review -a cursor -y
Gemini CLI
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review -a gemini-cli -y
GitHub Copilot
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review -a github-copilot -y
OpenCode
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review -a opencode -y
Windsurf
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-review -a windsurf -y
name: game-design-review description: > Reviews an existing GDD or feature spec with a severity-rated rubric: pillar alignment, MDA and player-psychology fit, consistency, scope, testability for agent-built games, originality, AI disclosure and accessibility hooks, ending in a build-readiness verdict. Use for "review my GDD", "design feedback", "critique this spec". Not for writing a GDD (use game-gdd-author). argument-hint: "[path to design document or section]" effort: high allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion
A game design document is a contract between ambition and execution capacity. A bad GDD is not badly formatted; it is one that lets the team build confidently in the wrong direction for weeks before anyone notices. Most fail because they describe a game without constraining it: anything goes, so nothing coheres.
This is not a checklist review. A checklist confirms sections exist. This review confirms they are good: internally consistent, psychologically grounded, scope-honest, and specific enough to drive implementation. In 2026 that last test is literal. When a GDD section goes to Claude Code or a similar agent, every vague sentence becomes a guess in code, so this review also asks: **could an agent build this, and could a test tell whether it built it right?** And because players, stores and regulators now care how a game was made, it checks originality, AI-content disclosure and accessibility while changes are still cheap.
Use before implementation starts, as a gate before a section is handed to a coding agent, after significant design changes, when a playtest went badly and the cause may be in the design, or when the team disagrees about what the game is.
| Instead of this skill... | Use | |---|---| | Writing or rebuilding GDD sections | `/gameforge:game-gdd-author` | | Generating new ideas | `/gameforge:game-brainstorm` | | Tuning numbers against play data | `/gameforge:game-balance-check` | | Timeline vs capacity in depth | `/gameforge:game-scope-check` | | Reviewing code or architecture | `/gameforge:game-code-review` | | Full accessibility audit | `/gameforge:game-accessibility-specialist` | | Store compliance and disclosure forms at launch | `/gameforge:game-launch` |
1. **Read the whole document before commenting.** A mechanic that looks orphaned in ยง5 may be justified in ยง11. Read everything, including linked pillars and the systems index, then analyze. 2. **Severity is explicit.** Critical, Major, Minor or Suggestion on every finding, with a reason. A missing core loop is Critical; a vague art reference is Minor. 3. **Specific, cited, actionable.** "Combat could be better" is useless. "ยง5.1 specifies player attacks but no enemy behavior, so difficulty cannot be tuned" is a finding. Name the problem, cite the section, propose a fix. 4. **Propose, do not prescribe.** The designer owns the vision. Offer directions with reasons; do not rewrite their sections. Route rewrites to `/gameforge:game-gdd-author`. 5. **Ground it in theory.** Tie findings to `${CLAUDE_PLUGIN_ROOT}/docs/game-design-theory.md`: "this spike violates Flow because ยง11 has no skill-building ramp before Stage 3" beats "Stage 3 is too hard." 6. **Contradictions beat omissions.** The costliest GDD failures are sections that disagree, not sections that are missing. 7. **Separate design quality from document quality.** A brilliant design can be badly documented and a polished document can describe a weak game. Say which problem you found. 8. **Compliance findings are flags, not legal advice.** State the rule and its date, say what it implies for the design, and recommend professional review where real exposure exists.
1. Locate the document: the argument, else `Glob` for `design/**/*.md`, `docs/design/**`, `*gdd*`. Also read `design/pillars.md`, `design/systems-index.md` and `.gameforge/project.json` (engine, phase, pillars) when present. 2. Ask **one** AskUserQuestion to set the mode (default in bold):
3. Note the phase. A concept-phase GDD is not penalized for missing ยง13 numbers; a GDD about to go into production is.
| # | Dimension | Question it answers | Typical worst severity | |---|---|---|---| | 1 | Section completeness | Is everything needed to build present? | Critical (no core loop) | | 2 | Pillar alignment | Does every mechanic serve a pillar? | Critical (no pillars) | | 3 | MDA consistency | Do mechanics produce the target aesthetics? | Major | | 4 | Player psychology | Are SDT needs and Flow supported? | Major | | 5 | Internal consistency | Do sections agree with each other? | Critical | | 6 | Scope feasibility | Can this team build it by this date? | Critical | | 7 | Edge cases | What happens when players do the unexpected? | Major | | 8 | Onboarding | Can a new player learn it unaided? | Major | | 9 | Differentiation | Is the hook real and communicable? | Major | | 10 | Testability for agent-built games | Could an agent build it and a test verify it? | Critical (for agent-built T1 systems) | | 11 | Originality and IP risk | Is it the team's own game, with clean assets? | Critical | | 12 | AI content and disclosure | What does the AI use in this design oblige? | Critical (runtime AI without guardrails) | | 13 | Accessibility hooks | Is accessibility designed in, not bolted on? | Major (Critical for EAA-scope features) |
Compare against `${CLAUDE_PLUGIN_ROOT}/templates/game-design-document.md` (ยง1-ยง13) plus the sections `game-gdd-author` appends: Direction, Technical Approach, AI Use & Or
๐ฎ A full indie game studio for Claude Code: 41 skills, 11 studio subagents with project memory, engine specialists for Godot, Unity, Unreal, Three.js & 2D web, plus vibe-coding, AI-asset and web-publishing workflows. From first idea to launch.
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,โฆ
Art Director (Sable Mori). Defines and defends the visual identity: art bible, shape and color language, silhouette readability,โฆ
Audio Director (Kael Resonance). Defines sonic identity and the sound bible, adaptive music, SFX design, mix and loudness,โฆ
Creative Director (Orion Vance). Defines and protects the creative vision: core fantasy, hook, ranked pillars and anti-pillars,โฆ
Game Designer (Luca Ferreira). Designs core loops, mechanics, progression, balance formulas and game feel with MDA, SDT and Flow,โฆ
Economy Designer (Mirela Voss). Designs currencies, faucets and sinks, inflation control and ethical monetization (premium, F2P,โฆ
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, orโฆ
Ask which skill or flow fits your situation. A router over the skills in this repo.