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aigengame

@aigengame source repo

15 published skills

  1. State · aigengame
    Update STATE.md — the lightweight cross-session "daily report" of project progress. Rewrite (never append) the current milestone/phase, what this session completed or changed, experience relevant to the next work, the recommended next issues/tasks, and the filtered-and-inherited backlog of unfinished cross-session items. Use at the end of a working session, when wrapping up, or when explicitly invoked.
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  2. Pitfalls · aigengame
    Use PITFALLS.md to prevent repeated environment, tool, permission, sandbox, and tool-invocation failures, and maintain it with verified context-dependent guidance. Use before project tool work, when a matching operational pitfall occurs, after confirming a reusable new pitfall, or when explicitly invoked. Do not use for product bugs, code or design issues, review methods, or speculative advice.
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  3. Reconcile · aigengame bundle
    Check and repair consistency among tracked work, requirements, design records, glossaries, and other authoritative project artifacts after a requirement, decision, scope, or term changes. Use when artifacts may have drifted out of sync, when the user asks to reconcile or check cross-references, or after the current session changes an authoritative fact.
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  4. Skill Review · aigengame bundle
    Review skill documents and skill-focused changes for correctness, consistency, completeness, orthogonality, DRY, terminology accuracy, and clear prose. Use when reviewing a new or changed skill, checking whether its workflow and companion resources are usable, reviewing a PR that adds or renames skills, or re-checking claimed fixes.
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  5. Handle Review · aigengame bundle
    Analyze, evaluate, and handle pull request review feedback before changing code. Verify each comment against the current PR head, requirements, project constraints, and runtime evidence; then decide with evidence whether to fully adopt, partially adopt, or not adopt it. Prevent minor inconsistencies, speculative risks, or reviewer-suggested mechanisms from causing disproportionate complexity, rigid processes, or regressions. Use when addressing PR review comments, evaluating findings, implementing accepted feedback, or drafting a reviewer reply.
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  6. Entropy Review · aigengame bundle
    Review software designs, implementation plans, and implemented changes from an agile perspective to determine whether their software entropy is proportionate to current goals. Identify scope creep, overengineering, excessive defensive design, premature generalization, and hard-to-maintain mechanisms whose costs outweigh their value; provide smaller, more reversible alternatives with faster feedback. Use when the user asks for an entropy review, design simplification, complexity control, an overengineering review, or whether a mechanism is worth introducing, retaining, or expanding.
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  7. Artifact Review · aigengame bundle
    Review project documents such as issues, ADRs, architecture documents, specifications, plans, and documentation changes for correctness, usability, consistency, completeness, orthogonality, DRY, terminology accuracy, and clear prose. Use only when the user explicitly asks for a review of such a document or a re-review of claimed fixes to one.
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  8. Gda Blender MCP · aigengame bundle
    Create, edit, inspect, and export 3D assets through Blender MCP for Godot, then use gda to verify import and runtime behavior. Use for Blender-to-Godot asset production, handoff, and troubleshooting.
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  9. Backtrace Review · aigengame bundle
    Trace stalled software tasks back through requirements, assumptions, technical decisions, and accumulated patches. Use first principles to review support scope, architectural boundaries, and total complexity, then recommend an evidence-backed recovery path. Use when a feature or fix repeatedly fails to converge, fixes cause adjacent failures, or mechanisms keep growing without progress toward acceptance. Do not substitute this for routine code review or infer a design failure from the number of iterations alone.
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  10. Git Conventional Commits · aigengame
    Formulate precise Git commit messages that conform to Conventional Commits 1.0.0 and the target repository's documented conventions. Use when changes are staged and you are ready to execute `git commit`.
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  11. Validation Driven Design · aigengame bundle
    Design, audit, and iteratively validate architecture direction under material uncertainty. Use explicit requirements, mature theory, external-system research, executable prototypes, dogfooding, and cross-artifact reconciliation. Use when a decision is novel, disputed, broad, hard to reverse, or insufficiently supported. Also use this skill to write an architecture specification or decision record, or to audit a fixed architecture and its evidence.
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  12. Design Verifiable Playtest · aigengame
    Design and review player-facing Godot playtests that use a maintained Model Source Package, Experiment Specifications, and gda-balancing execution. Use when game balance or a gameplay mechanic needs a small playable product for direct player testing and feedback. Do not use for a general Godot game or a CLI-only tutorial.
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  13. Subagent Worktree Parallel · aigengame bundle
    Plans and, when authorized, orchestrates parallel development by fanning out independent feature slices to subagents in isolated git worktrees, then integrating them serially under an orchestrating agent. Covers permission boundaries, dependency decomposition, wave sizing, dispatch prompts, merge hazards, and validation gates. Use when planning concurrent work, running parallel implementation across worktrees, or integrating dependent feature branches; or invoked as /subagent-worktree-parallel.
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  14. Design Godot Modular Architecture · aigengame bundle
    Design and review modular Godot project architectures around Add-ons, Systems, Content, and UI, with acyclic downward dependencies and indirect upward communication. Use when structuring a new Godot project, separating reusable systems from authored content, reviewing architectural coupling, deciding where scenes, scripts, and resources belong, planning an incremental modularization, or isolating experiments without weakening production boundaries.
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  15. Design Domain Modular Architecture · aigengame bundle
    Design and review domain-centered modular architectures for software systems. Turn the applicable domain model, architecture direction, and project constraints into module boundaries, ownership, dependencies, communication, and evolution paths. Use when structuring or modularizing a system, assigning responsibilities, reviewing coupling, adapting an existing topology, or planning an incremental structural change.
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