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Gsp build strategy

Skill mike007jd/game-superpowers/skills/gsp-build-strategy

Skills-first game development superpowers for Claude Code and Codex: build, audit, polish, and productionize game projects with reusable Agent Skills.

Install
npx -y skills add mike007jd/game-superpowers --skill gsp-build-strategy

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

  • 5 stars5 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.

What its author says it does

Copied from the file, not written here

Use when deciding development mode, quality target, task granularity, or refactor policy for game work.

SKILL.md

2.5 KB, as published. Nobody here has run it

Game Build Strategy

Goal

Choose the right build strategy for the project.

Outputs

Follow the gsp-orchestrator output strategy:

  • inline (default): present build strategy and quality target in conversation.
  • minimal or full: write docs/game-studio/build-strategy.md and docs/game-studio/quality-target.md.

Use:

  • ../../shared/reference/development-modes.md
  • ../../shared/reference/quality-targets.md
  • ../../shared/templates/build-strategy.md
  • ../../shared/templates/quality-target.md

Development modes

  • yolo-super
  • guided-build
  • refactor-open
  • surgical-live

Quality targets

  • first-playable
  • polished-prototype
  • production-feature
  • live-patch

Selection rules

  • greenfield + narrow mechanic spike -> yolo-super + first-playable
  • greenfield + serious showcase build -> usually yolo-super or guided-build + polished-prototype
  • existing product-facing feature work -> usually guided-build or refactor-open + production-feature
  • shipped or live-risky -> surgical-live + live-patch

Planning policy

Match task size to the mode:

  • aggressive modes can use large coherent implementation chunks
  • production-feature work can use medium coherent chunks
  • live work should use smaller changes with tighter verification

Choose the exploration budget explicitly:

  • minimal when the task is narrow and already shape-locked
  • standard for normal product work
  • high for single-prompt showcase generation, benchmark runs, or any task where first-result quality matters more than token thrift

For high exploration budget work:

  • spend more tokens up front on concept lock, UX shape, and visual anchor decisions
  • prefer polished-prototype over first-playable unless the user explicitly wants only a spike
  • add runtime verification and screenshot critique before claiming completion
  • if the host supports subagents, default to builder + reviewer + verifier instead of a single uninterrupted build pass
  • if the task splits cleanly, allow multiple builders in parallel with a shared reviewer / verifier gate

Guardrail

Do not let “safe” planning ruin the result on low-risk greenfield work. Do not let “fast” planning justify broad rewrites on live products. For benchmark or showcase builds, do not optimize for token thrift if that weakens the result.

Keep looking

Skills are one crate of 328,083. 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.