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guard

Complete game development workflow skills for Claude Code

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项目 README

来源文件:README.md

抓取于 2026年8月6日

gstack-game

Complete game development workflow skills for Claude Code

繁體中文

29 interactive AI skills for game development — from creative spark to shipped build. Covers the complete game production workflow: spark exploration, design review, prototype planning, implementation handoff, game feel diagnosis, playability assessment, code review, QA, and release. Built on gstack's engineering architecture and review methodology, fully rewritten for game development.

What this IS: A structured game development support system — it helps you protect early creative sparks, then judge, score, and improve your game design and code when you are ready. What this is NOT: A game builder or code generator — it doesn't implement features or create assets for you.

gstack is Garry Tan's AI engineering workflow for Web/SaaS. gstack-game ports that same methodology to game dev: game design theory (MDA, SDT, Flow State) replaces SaaS metrics (MRR, churn). Core loop, retention hooks, and Sink/Faucet economy models replace API endpoints and database schemas. The engineering backbone (template engine, preamble injection, anti-sycophancy) maintains gstack-level quality.

Who this is for:

  • Solo indie developers — structured design review and QA even as a one-person team
  • Small teams (2-5) — AI skills fill missing specialist roles (economy designer, UX researcher, QA lead)
  • Game design students — structured design thinking framework with game design theory built into every skill

Quick start: your first 10 minutes

  1. Install gstack-game (30 seconds — see below)
  2. Run /triage — it detects your project state and tells you which skill to run first.
  3. Or jump straight in: /spark-lens (have a fragile fragment), /game-import (have a doc), /game-ideation (ready to structure), /game-review (have a GDD).
  4. Most structured skills end with a Next Step recommendation — follow the chain when you are ready.
  5. Stop after 2-3 skills. You'll know if this is for you.

Install — 30 seconds

Requirements: Claude Code, Git, Bun v1.0+

Option A: Paste to Claude (recommended)

Open Claude Code and paste this. Claude does the rest.

Install gstack-game: run git clone https://github.com/fagemx/gstack-game.git ~/.claude/skills/gstack-game && cd ~/.claude/skills/gstack-game && bun run build then add a "gstack-game" section to CLAUDE.md that lists the available skills: /triage, /spark-lens, /game-import, /game-ideation, /game-direction, /game-review, /game-eng-review, /balance-review, /player-experience, /game-ux-review, /plan-design-review, /pitch-review, /prototype-slice-plan, /implementation-handoff, /gameplay-implementation-review, /feel-pass, /build-playability-review, /game-qa, /game-ship, /game-debug, /game-retro, /game-codex, /game-docs, /game-visual-qa, /asset-review, /playtest, /careful, /guard, /unfreeze. Then ask the user if they also want to add gstack-game to the current project.

Option B: Add to your repo so teammates get it

Add gstack-game to this project: run cp -Rf ~/.claude/skills/gstack-game .claude/skills/gstack-game && rm -rf .claude/skills/gstack-game/.git && cd .claude/skills/gstack-game && bun run build then add a "gstack-game" section to this project's CLAUDE.md listing all available skills.

Real files get committed to your repo (not a submodule), so git clone just works. Everything lives inside .claude/. Nothing touches your PATH or runs in the background.

Option C: Manual install

# Install a single skill:
cp -r /path/to/gstack-game/skills/game-review your-project/.claude/skills/

# Or install everything:
/path/to/gstack-game/bin/install.sh .

See it work

You:    I have a game design PDF I'd like to review
You:    /game-import

Claude: I found your PDF. Let me read it and check what's there.

        | Section              | Status |
        | Core Loop            | ✅     |
        | Systems Detail       | ✅     |
        | Progression          | ❌     |
        | Economy              | ❌     |
        | Player Motivation    | ❌     |

        3/8 sections missing. Want me to ask about each gap?
        A) Probe the gaps — one question per missing section
        B) Just write the GDD — mark gaps as ❌
        C) Focus on critical gaps only

You:    A

Claude: Your GDD doesn't define how players come back.
        What pulls a player back for a second session?
        A) New content unlocks
        B) Unfinished business — "my character is still growing"
        C) Daily rewards / rituals
        D) I don't know yet — mark as TBD

        → [walks through each gap with one focused question]
        → Writes docs/gdd.md (116 lines, 5/8 sections)
        → "Ready for /game-review"

You:    /game-review

Claude: Mode: A (Mobile/Casual) — weights adjusted

        Section 1 — Core Loop: 7/10
        "The 4-phase loop is clear but meso-loop is undefined."
        A) Continue to Progression  B) Dig deeper  C) Fast-forward

        → [walks through each section, one issue at a time]

        GDD Health Score: 5.8/10
        STATUS: DONE_WITH_CONCERNS

You:    /player-experience

Claude: Who should I pretend to be?
        A) Casual Newcomer (3-min attention)
        B) Interested Returner (Day 2-3)
        → [recommends A based on GDD state]

        Phase 1 — First Contact (0-30s):
        0:00 — I see a loading screen. Emotion: Neutral
        0:12 — First tap. Emotion: Engaged ✅ Aha moment
        1:30 — Waiting for next wave. Emotion: Bored 🔴

        "Would this persona return? My assessment: unlikely — 1:30 dead time."

You:    I want to brainstorm a new concept instead
You:    /game-ideation

Claude: First — what stage are you at? Do you have a prototype, or just the concept?
        → Level 1: one-line pitch. Let's go deeper.

        Fantasy: What should the player FEEL? "Run a dungeon" is a mechanic,
        not a feeling. Is it "the satisfaction of watching your empire grow
        from nothing"? Or "the evil joy of watching adventurers fall into
        your traps"?
        → You pick: evil joy + strategic satisfaction

        Core Loop: Describe it in one sentence:
        "Place traps → watch adventurers trigger them → collect loot → upgrade → repeat"
        Is the 30-second micro-loop fun on its own? Or only fun because of upgrades?
        → Forcing Q: If you remove all upgrades, is "place → trigger" still fun?

        Twist: Name the 3 most similar games. How are you different?
        Is the difference in mechanics (hard to copy) or art (easy to copy)?
        → Outputs Concept One-Pager

You:    /game-review
Claude: [Reads Concept One-Pager]
        Mode A (Mobile/Casual) — weights adjusted

        Core Loop: 7/10 — micro-loop clear but meso-loop undefined
        Progression: 5/10 — D7 retention hook not defined (-3)
        Economy: 4/10 — faucets only, no sinks (inflation risk)

        GDD Health Score: 5.8/10
        STATUS: DONE_WITH_CONCERNS
        [Walks through each issue one at a time via AskUserQuestion]

You:    /player-experience
Claude: Persona: Casual Newcomer (3-min commute session)

        0:00  Open app          Curious
        0:05  Loading done      Tutorial text   ⚠️ Wall of text, 3+ lines = skipped
        0:12  First trap placed Engaged         ✅ Aha moment
        0:30  First adventurers Excited         ✅ Seeing results
        1:30  Waiting for wave  Bored           🔴 60s dead time, churn risk

        EMOTION ARC: Curious → Excited → Bored
        Issue: 1:30 dead time will kill D1 retention

You:    /gameplay-implementation-review
Claude: Diff: 847 LOC, 12 files
        [Pass 1 — Critical]
        🔴 DungeonManager.Update() — new List<>() every frame, GC pressure
        🔴 TrapData serialization has no version field — save upgrades will break
        ⚠️ Damage calc on client side — cheat vector in multiplayer
        [Pass 2 — Informational]
        Hardcoded magic number: trap_damage = 15

        AUTO-FIXED: 2 issues
        ASK: 3 issues (one at a time)

Six commands. Concept to code review. Each step's output feeds the next.


The sprint

gstack-game is a process, not a collection of tools. Skills are ordered the way a game dev sprint runs:

Spark → Think → Plan → Review → Slice → Handoff → Build → Feel → Playability → Test → Ship → Reflect

Each skill feeds the next. /spark-lens can leave an optional spark trace before structure. /game-import converts your PDF into a GDD that /game-review reads. /game-review flags risks that /prototype-slice-plan uses to decide what to build first. /implementation-handoff packages the slice for coding. /feel-pass checks if the build feels alive. /build-playability-review asks "is this worth playing?" before QA. Structured outputs are saved to ~/.gstack/projects/ so downstream skills find them automatically — even across sessions.

SkillYour specialistWhat they do
/triageProject NavigatorDetects project state (BLANK/IDEA/DOCUMENTED/REVIEWED/BUILDING/SHIPPING), routes to the right skill. Run this first if unsure.
/spark-lensCreative Spark CompanionProtects fragile early ideas, turns moods/images/mechanics into creative riffs, finds the emotional imprint and optional soul slice without critique or scoring
/game-importDocument SpecialistConvert any format (PDF, Notion, verbal description) into standardized docs/gdd.md. Audit completeness against 8-section standard. Pipeline gateway.
/game-ideationGame Design MentorStructure concepts with Fantasy/Loop/Twist, challenge assumptions with 6 forcing questions, plan next validation step with Iceberg framework
/game-directionProducer / Creative DirectorChallenge "why build this game?", 10 cognitive patterns for strategic review, scope decisions (ADD/KEEP/DEFER/CUT)
/game-reviewSenior Game DesignerGDD review: Core Loop, Progression, Economy, Motivation, Risk. Quantified GDD Health Score
/game-eng-reviewTechnical DirectorEngine choice, rendering pipeline, networking architecture, asset pipeline, platform adaptation
/balance-reviewEconomy DesignerDifficulty curves (Flow State), Sink/Faucet economy, Gini coefficient, pity systems, reward psychology
/player-experienceUX ResearcherFirst-person player walkthrough, 7 personas (4D: profile/stance/behavior/influence), emotion model, repeat play simulation
/game-ux-reviewUI/UX DesignerHUD readability, menu flow, shop UI, tutorial, controller/touch adaptation, accessibility
/plan-design-reviewSenior Product DesignerPre-implementation plan review: 7-pass Fix-to-10 (info architecture, interaction states, player journey, AI slop, design system, input/a11y, decisions). Builds DESIGN.md from scratch. Codex + Subagent parallel review
/pitch-reviewInvestor / Publisher LensMarket positioning, differentiation, feasibility, business case, Iceberg validation level
/prototype-slice-planProduction StrategistDecide what to build FIRST: which slice, what hypothesis to test, what to fake, what failure looks like
/implementation-handoffDesign TranslatorConvert design intent into a build package: gameplay requirements, acceptance criteria, MUST/SHOULD/COULD priority
/gameplay-implementation-reviewSenior Game ProgrammerThree-pass review: Pass 0 (design intent survival) + Pass 1 (frame budget, memory, sync) + Pass 2 (code quality). Evolved from /game-code-review
/feel-passGame Feel DoctorDiagnose why a mechanic feels dead: responsiveness, impact, rhythm, clarity, payoff. 7-dimension /14 scoring. The most game-specific skill.
/build-playability-reviewPlayability Judge"Is this worth playing?" — loop closure, session viability, retention signal, peak moments. 6-dimension /12 scoring
/game-qaQA Lead8-dimension testing: functional, visual, performance, audio, input, compatibility, localization, progression. Quantified Health Score
/game-shipRelease EngineerBuild → Test → Changelog → PR → platform submission (Steam/App Store/Google Play/Web)
/game-debugDebug Specialist3-strike hypothesis testing + root cause analysis. No guessing.
/game-retroScrum MasterDelivery rate, bug density trends, velocity, milestone health. Max 3 action items.
/game-codexChaos EngineerIndependent-context adversarial review. Finds exploits, desync, save corruption.
/game-docsTechnical WriterPlayer-friendly patch notes + internal changelog + doc sweep
/game-visual-qaArt QAStyle consistency, UI alignment, animation quality, screen adaptation
/asset-reviewTechnical ArtistNaming conventions, format specs, performance budget, style consistency
/playtestUX ResearcherTest plans, observation metrics, interview questions, data analysis framework

Safety tools

SkillWhat it does
/carefulWarns before destructive commands (rm -rf, force push, DROP TABLE)
/guard/careful + restricts file edits to a specific directory
/unfreezeRemoves /guard scope restriction

Relationship to gstack

gstackgstack-game
DomainWeb / SaaS productsGame development
Vocabularyuser, feature, API, MRR, churnplayer, mechanic, core loop, retention, ARPDAU
DependencyStandaloneStandalone (no gstack required)

Borrowed from gstack:

  • Template Engine (SKILL.md.tmpl → gen-skill-docs.ts → SKILL.md)
  • Preamble Injection (shared session tracking, telemetry, AskUserQuestion format across all skills)
  • 6 review methodology principles (classify-before-judge, explicit scoring, AUTO/ASK/ESCALATE, structured questions, multi-dim cross-check, anti-sycophancy)
  • Completion Protocol (DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT)

Fully rewritten:

  • All review dimensions, scoring criteria, and forcing questions → game domain
  • 6 game-specific skills that gstack doesn't have
  • Game theory integration (MDA Framework, SDT, Flow State, Nested Loop Model, Sink/Faucet economy)

Quality assessment

Each skill's percentage indicates domain judgment completeness, not code quality.

ScoreMeaning
70-80%Full structure + domain theory + quantitative scoring. Ready to use, expert fine-tuning only
55-65%Full structure + game vocabulary + AUTO/ASK/ESCALATE. Usable but lacks domain depth
35-40%Structural skeleton + basic flow. Needs domain expert input

The engineering backbone matches gstack quality. What's missing is game industry domain judgment — scoring weights, benchmark numbers, engine-specific review points. These need calibration from experienced game professionals. See docs/domain-judgment-gaps.md for the full checklist.

Theory sources

SourceWhat we took
gstackEngineering architecture + 6 review methodology principles
Claude-Code-Game-StudiosMDA/SDT/Flow theory, Nested Loop, Pillar methodology, economy frameworks
guardian (PlayerSimulatorAgent)Player simulation prompts, Iceberg validation framework, Fantasy/Loop/Twist
hakoniwa4D persona model (stance/MBTI-behavior/influence), ReACT evidence methodology, community reception prediction, event injection testing

Development

bun run build                        # Generate all SKILL.md from templates
bun run gen:skill-docs:check         # Check for drift (CI use)
bun test                             # Run 24 validation tests

Adding a new skill

  1. Create skills/my-skill/SKILL.md.tmpl
  2. Use {{PREAMBLE}} for shared behavior injection
  3. Use {{SKILL_NAME}} for auto-filled skill name
  4. Run bun run build

File structure

gstack-game/
├── CLAUDE.md                           ← Full technical docs
├── README.md                           ← This file
├── README.zh-TW.md                     ← 繁體中文版
├── ETHOS.md                            ← Game dev philosophy (Boil the Lake, game edition)
├── CHANGELOG.md                        ← Version history
├── VERSION                             ← 0.5.0
├── package.json                        ← Build scripts
├── bin/                                ← 7 utilities (config, diff-scope, telemetry...)
├── scripts/gen-skill-docs.ts           ← Template engine
├── skills/                             ← 29 skills + shared preamble (many with references/)
├── test/                               ← Tier 1 validation tests
└── docs/                               ← Domain judgment gaps, source assessment, dev guide

Privacy & Telemetry

gstack-game includes opt-in usage telemetry, disabled by default.

  • Default is off. Nothing is sent anywhere unless you explicitly opt in.
  • What's recorded (if enabled): skill name, duration, success/fail. That's it.
  • Never recorded: code, file paths, repo names, prompt content.
  • Change anytime: gstack-config set telemetry off
  • Local only: All data stored in ~/.gstack/analytics/skill-usage.jsonl, never leaves your machine.

Troubleshooting

Skill not showing up? Make sure SKILL.md files are generated: cd .claude/skills/gstack-game && bun run build

Template drift? bun run gen:skill-docs:check — if it reports DRIFT, run bun run build to regenerate.

Windows users: Run under Git Bash or WSL. The shell scripts in bin/ require bash.

Claude doesn't see the skills? Add this to your project's CLAUDE.md:

## gstack-game
Available skills: /triage, /spark-lens, /game-import, /game-ideation, /game-direction,
/game-review, /game-eng-review, /balance-review, /player-experience,
/game-ux-review, /plan-design-review, /pitch-review, /prototype-slice-plan, /implementation-handoff,
/gameplay-implementation-review, /feel-pass, /build-playability-review,
/game-qa, /game-ship, /game-debug, /game-retro, /game-codex, /game-docs,
/game-visual-qa, /asset-review, /playtest, /careful, /guard, /unfreeze.

Docs

DocWhat it covers
Builder EthosGame dev philosophy: Boil the Lake, Search Before Building, Player Time is Sacred
ContributingThree ways to contribute (5min Issue / 30min markdown / advanced template)
Domain Judgment GapsExpert review checklist — what needs calibration
Development GuideSkill map, migration guide, architecture overview
ChangelogVersion history
CLAUDE.mdDeveloper handoff for AI agents working on this repo

License

MIT

其他

中风险

  • 来源需自行核对维护者身份。
  • 包含脚本或命令调用,安装前请复核。
  • 未检测到明显外部权限要求。
  • 未检测到高风险命令。
  • 扫描发现:2 条。

Codex — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/fagemx/gstack-game.git
  3. 将 "skills/guard" 文件夹复制到 Codex 的 skills 目录中。
  4. 重启 Codex 让新的 skill 生效。

Codex — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Codex 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Codex 让新的 skill 生效。

Claude Code — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/fagemx/gstack-game.git
  3. 将 "skills/guard" 文件夹复制到 Claude Code 的 skills 目录中。
  4. 重启 Claude Code 让新的 skill 生效。

Claude Code — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Claude Code 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Claude Code 让新的 skill 生效。

Cursor — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/fagemx/gstack-game.git
  3. 将 "skills/guard" 文件夹复制到 Cursor 的 skills 目录中。
  4. 重启 Cursor 让新的 skill 生效。

Cursor — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Cursor 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Cursor 让新的 skill 生效。

GitHub Copilot — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/fagemx/gstack-game.git
  3. 将 "skills/guard" 文件夹复制到 GitHub Copilot 的 skills 目录中。
  4. 重启 GitHub Copilot 让新的 skill 生效。

GitHub Copilot — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 GitHub Copilot 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 GitHub Copilot 让新的 skill 生效。

Windsurf — Git Clone 安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 克隆仓库:git clone https://github.com/fagemx/gstack-game.git
  3. 将 "skills/guard" 文件夹复制到 Windsurf 的 skills 目录中。
  4. 重启 Windsurf 让新的 skill 生效。

Windsurf — 手动复制安装

  1. 安装前请先查看来源仓库和风险报告。
  2. 从源仓库下载 SKILL.md 及相关文件。
  3. 在 Windsurf 的 skills 目录中创建新文件夹。
  4. 将所有 skill 文件复制到新文件夹中。
  5. 重启 Windsurf 让新的 skill 生效。
查看 SKILL.md 原文
name: guard
description: "Full safety mode. Combines /careful (destructive command warnings) with file scope restriction. Prevents editing files outside a specified directory."
user_invocable: true
preamble-tier: 1

Preamble (run first)

setopt +o nomatch 2>/dev/null || true  # zsh compat
_GD_VERSION="0.5.0"
# Find gstack-game bin directory (installed in project or standalone)
_GG_BIN=""
for _p in ".claude/skills/gstack-game/bin" ".claude/skills/game-review/../../gstack-game/bin" "$(dirname "$(readlink -f .claude/skills/game-review/SKILL.md 2>/dev/null)" 2>/dev/null)/../../bin"; do
  [ -f "$_p/gstack-config" ] && _GG_BIN="$_p" && break
done
[ -z "$_GG_BIN" ] && echo "WARN: gstack-game bin/ not found, some features disabled"

# Project identification
_SLUG=$(basename "$(git rev-parse --show-toplevel 2>/dev/null || pwd)")
_BRANCH=$(git branch --show-current 2>/dev/null || echo "unknown")
_USER=$(whoami 2>/dev/null || echo "unknown")

# Session tracking
mkdir -p ~/.gstack/sessions
touch ~/.gstack/sessions/"$PPID"
_PROACTIVE=$([ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-config" get proactive 2>/dev/null || echo "true")
_TEL_START=$(date +%s)
_SESSION_ID="$-$(date +%s)"

# Shared artifact storage (cross-skill, cross-session)
mkdir -p ~/.gstack/projects/$_SLUG
_PROJECTS_DIR=~/.gstack/projects/$_SLUG

# Telemetry (sanitize inputs before JSON interpolation)
mkdir -p ~/.gstack/analytics
_SLUG_SAFE=$(printf '%s' "$_SLUG" | tr -d '"\\\n\r\t')
_BRANCH_SAFE=$(printf '%s' "$_BRANCH" | tr -d '"\\\n\r\t')
echo '{"skill":"guard","ts":"'$(date -u +%Y-%m-%dT%H:%M:%SZ)'","repo":"'"$_SLUG_SAFE"'","branch":"'"$_BRANCH_SAFE"'"}'  >> ~/.gstack/analytics/skill-usage.jsonl 2>/dev/null || true

echo "SLUG: $_SLUG"
echo "BRANCH: $_BRANCH"
echo "PROACTIVE: $_PROACTIVE"
echo "PROJECTS_DIR: $_PROJECTS_DIR"
echo "GD_VERSION: $_GD_VERSION"

# Artifact summary
_ARTIFACT_COUNT=$(ls "$_PROJECTS_DIR"/*.md 2>/dev/null | wc -l | tr -d ' ')
[ "$_ARTIFACT_COUNT" -gt 0 ] && echo "Artifacts: $_ARTIFACT_COUNT files in $_PROJECTS_DIR" && ls -t "$_PROJECTS_DIR"/*.md 2>/dev/null | head -5 | while read f; do echo "  $(basename "$f")"; done

Shared artifact directory: $_PROJECTS_DIR (~/.gstack/projects/{slug}/) stores all skill outputs:

  • Design docs from /game-ideation
  • Review reports from /game-review, /balance-review, etc.
  • Player journey maps from /player-experience

All skills read from this directory on startup to find prior work. All skills write their output here for downstream consumption.

If PROACTIVE is "false", do not proactively suggest gstack-game skills.

User Sovereignty

AI models recommend. You decide. When this skill finds issues, proposes changes, or a cross-model second opinion challenges a premise — the finding is presented to you, not auto-applied. Cross-model agreement is a strong signal, not a mandate. Your direction is the default unless you explicitly change it.

Public Output Redaction Lite

Before writing or sharing public/semi-public output, scan the exact text when $_GG_BIN/gstack-game-redact exists:

printf '%s' "$OUTPUT_TEXT" | "$_GG_BIN/gstack-game-redact" --json

Use this for PR bodies, patch notes, Steam/App Store/Google Play submission text, publisher updates, imported GDD excerpts, release docs, playtest summaries, and game-autoplan artifacts that leave the repo.

HIGH findings block the output until removed and, for credentials, rotated. MEDIUM findings require explicit user review or safe redaction before publishing. Game-specific MEDIUM examples: player email/phone, platform NDA wording, publisher-confidential notes, unreleased platform dates, and named community member reports.

Completion Status Protocol

DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT. Escalation after 3 failed attempts.

Telemetry (run last)

_TEL_END=$(date +%s)
_TEL_DUR=$(( _TEL_END - _TEL_START ))
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-telemetry-log" \
  --skill "guard" --duration "$_TEL_DUR" --outcome "OUTCOME" \
  --used-browse "false" --session-id "$_SESSION_ID" 2>/dev/null &

/guard: Full Safety Mode

Activates BOTH destructive command safety (/careful) AND file edit scope restriction.

Activation

AskUserQuestion: What directory should I restrict edits to?

  • A) Current feature directory (auto-detect from recent git changes)
  • B) Specific path: [user provides path]
  • C) Only files in current PR/branch diff

Scope Restriction

When active, before any Edit/Write tool call:

  1. Check if target file is within the allowed scope
  2. If outside scope:

🛡️ GUARD MODE: This file is outside the allowed scope. Scope: [allowed directory] Target: [file being edited]

This edit is BLOCKED. To proceed, either: A) Expand scope to include this file B) Temporarily bypass for this one edit C) Deactivate guard mode

Careful Mode (included)

All /careful protections are also active. See /careful for destructive command warnings.

Use Cases

  • During a focused bug fix: Guard to only the affected module
  • During asset work: Guard to only asset directories (don't accidentally change code)
  • During balance tuning: Guard to only data/config files (don't change game logic)

Deactivation

Say "turn off guard mode" or start a new session.

Review Log

[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-review-log" '{"skill":"guard","timestamp":"TIMESTAMP","status":"ACTIVATED","scope":"SCOPE","commit":"COMMIT"}' 2>/dev/null || true

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