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Verify

Skill fallguyconsulting/ok-planner/skills/verify

ONLY activated by explicit /verify slash command or ok-planner pipeline. Never auto-triggered.From its SKILL.md

Install
npx -y skills add fallguyconsulting/ok-planner --skill verify

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

3.7 KB, as published. Nobody here has run it

Verification Before Completion

Rule: No completion claims without fresh verification evidence.

The Gate

Before claiming any status:

  1. Identify what command proves the claim
  2. Run the command (fresh, complete)
  3. Read full output, check exit code
  4. Verify output confirms the claim
  5. Then make the claim with evidence

Common Requirements

ClaimRequiresNot Sufficient
Tests passTest output: 0 failuresPrevious run, "should pass"
Build succeedsBuild output: exit 0Partial check
Bug fixed / behavior worksThe test was red without the fix and green with it — you ran both and saw the flipA test that passed the first time it ran; it was never coupled to the change
Spec / plan completeEvery user-outcome story's acceptance gate is green, each run against the real assembled productMost stories green; "the headline scenario works"; the mechanism exists but the user-outcome was never observed
Project's stories all have proofsFor every live .ok-planner/design/stories/<slug>.md, rg -n '@story:\s*<slug>' returns at least one match in the codebase (excluding .ok-planner/, build outputs, vendored deps). Zero matches → coverage gap.A spec-driven proof walkthrough at the end of one execute-plan run (proves only the stories that spec touched, not the whole corpus)

Proof coverage check

If the project has design docs (.ok-planner/design/stories/ exists), part of "am I done" is confirming every live story still has at least one proof artifact in the codebase. Run:

for f in .ok-planner/design/stories/*.md; do
  slug=$(basename "$f" .md)
  count=$(rg -c "@story:\s*$slug" --type-not md 2>/dev/null | wc -l)
  [ "$count" -eq 0 ] && echo "GAP: $slug"
done

Any GAP: line is a story without a proof artifact — either the proof was removed without authorization, was never created, or its @story:<slug> annotation drifted. Coverage gaps are blocking for any "complete" claim covering work that defined or touched stories.

For deeper coverage analysis (intent-drift: a proof file no longer satisfies its story's Proof: field), invoke /review-design — it runs the full coverage + intent-drift audit. The bash check above is the cheap "am-I-done" gate; /review-design is the full sweep.

A green test only counts if it was red first

For any change to runtime behavior, "the test passes" is not proof on its own. A test that was green before the change existed proves nothing about the change — it was never coupled to it. Proof is the flip: the test fails without the fix and passes with it, and you saw both.

  • New behavior / bug fix: write the test first, run it, watch it fail, then implement until it passes. If the test passed on its very first run, it isn't testing the new behavior — fix the test, not the claim.
  • Inherited a green test you never saw fail? Revert the fix (edit it out, not git stash/checkout), run the test, confirm it goes red, restore the fix. A test that stays green with the fix deleted is theater.
  • The test must drive the real system and assert an observable outcome — a persisted row's state, a call made over the wire, a status returned, a terminal reached — not a struct/proto shape or a pure-helper return.

Red Flags

If you're thinking "should work", "probably", "seems to" -- stop and run the command.

A new test that passed on its first run, for behavior that didn't work before, is not evidence — it was never red, so it never tested the fix. Make it fail without the fix before you trust it.

Keep looking

Skills are one crate of 627,801. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.