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Gsp mechanics systems audit

Skill mike007jd/game-superpowers/skills/gsp-mechanics-systems-audit

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-mechanics-systems-audit

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 auditing core verbs, loop integrity, progression, or whether implemented systems form a playable game.

SKILL.md

1.2 KB, as published. Nobody here has run it

Game Mechanics Systems Audit

Goal

Audit whether the project’s systems compose into a coherent game rather than a pile of disconnected features.

Outputs

Follow the gsp-orchestrator output strategy:

  • inline (default): present findings in conversation.
  • minimal or full: write to docs/game-studio/audit/audit-summary.md, docs/game-studio/audit/scorecard.json, docs/game-studio/audit/repair-roadmap.md.

Use:

  • ../../shared/checklists/mechanics-systems-audit-checklist.md
  • ../../shared/reference/game-dev-abstractions.md
  • ../../shared/reference/audit-confidence-and-evidence.md

Evaluate

  • clarity of the primary verb
  • reward loop and fail loop integrity
  • progression, encounter, economy, or puzzle logic cohesion
  • whether systems conflict or duplicate responsibility
  • whether important features are present only as shells

Output style

Prefer statements like:

  • “the combat loop is under-closed because…”
  • “progression exists structurally but not experientially because…”
  • “feature count is high, but loop cohesion is low because…”

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.