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/procgen-review

Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the

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gamestack
2826 skills
Install
$ npx -y skills add rondorkerin/gamestack --skill procgen-review --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/procgen-review

Context preview

The summary Claude sees to decide when to auto-load this skill.

Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the

SKILL.md

procgen-review.SKILL.md
name: procgen-review
description: Run this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the fanfic/retell test (is it worth retelling), a cross-instance sameness scan (structural/thematic duplication), an intentionality gate (who/what/why + completion arc), and an anti-pattern gate. Outputs a structured pass/fail verdict with specific fixes routed back to the generator. Triggers on "review generated content", "check for sameness", "procgen review", "oatmeal test", "is my generated content any good", "gate this content".

Procgen Review

Preamble (auto-loaded)

!`cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"`

> FALLBACK: if the line above rendered literally or empty (`disableSkillShellExecution`), > Read `${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md` and `${CLAUDE_PLUGIN_ROOT}/ETHOS.md` now > and **follow PREAMBLE.md as instructions**, then continue.

The quality gate for generated content. Generation is cheap and confident; **sameness is invisible from inside a single sample.** This skill is the review pass that catches it — designed to run automatically in a headless generate-review-repair loop (see `${CLAUDE_PLUGIN_ROOT}/shared/GATE.md` for the loop harness).

When to use this

  • After any batch of content is generated, **before it's committed** to the game
  • As the standing gate inside a headless authoring loop
  • To audit existing generated content for the failure modes a generator can't self-detect

What it needs

  • The **batch** of generated artifacts (ideally ≥8 instances of a type, so sameness is detectable)
  • The generator's **constraint set** / definition of "good" (from `procedural-generation`)
  • Access to **prior committed instances** of the same type (for the sameness scan)

What it produces

A structured verdict per `REVIEW.md`'s format: each artifact gets PASS / SOFT-FAIL / HARD-FAIL across five gates, with specific, actionable fixes routed to the phase that owns them (per `game-design-process` Phase 5).

**Headless contract (for the GATE.md loop):** emit the machine-readable verdict as the **final fenced ```json block** of your output, shape `{ "pass": bool, "score": number, "failures": [{ "gate", "detail" }] }`. `pass` is false if any artifact HARD-FAILs. The harness extracts the last fenced json block — nothing else needs to be parseable.

The procedure

Read **`REVIEW.md`** for the full step-by-step. The five gates, in order:

1. **Oatmeal test** — perceptual, not mathematical, uniqueness. 2. **Fanfic/retell test** — would a player retell it? 3. **Cross-instance sameness scan** — structural & thematic duplication vs. prior instances. 4. **Intentionality gate** — who built it, what happened here, why this reward, completion arc. 5. **Anti-pattern gate** — the named failure modes.

The one rule

> **Nothing generated ships unreviewed.** A HARD-FAIL on any gate blocks the commit and returns the artifact to the generator with the specific fix. This is the non-negotiable backstop of headless procedural authoring.

Grounded in `procedural-generation` (the principles being tested) and `open-world-design` (the spatial anti-patterns). For the sibling check on *fidelity to a target* (concept art, a balance curve, lore canon) rather than *variety*, see `iteration-loop` — run both; they gate independent axes. Start at `REVIEW.md`.

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An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X

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