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Unikit gd apply

Skill NintendaDev/unikit-ai/skills/unikit-gd-apply

AI-Powered Code Toolkit for Game Engines

Install
npx -y skills add NintendaDev/unikit-ai --skill unikit-gd-apply

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  • 16 stars16 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.

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Dispatch an explicit, user-dictated set of edits that spans TWO OR MORE zones of the GDD — the master spec, systems, content types, and flows — in one ordered pass. Writes nothing itself: it resolves each delta to its (target, zone), orders them so a system change lands before the content or flow that depends on it, delegates each to the owning skill (/unikit-gd-spec, /unikit-gd-system, /unikit-gd-content, /unikit-gd-flow), and closes with one /unikit-gd-verify pass. Use when you already know the changes and they touch more than one part of the design, e.g. "apply these GDD changes", "update the combat system and its loot and the boss flow". It also takes a /unikit-gd-review report file (applies its apply-ready bucket), and a bare /unikit-gd-apply reads the last /unikit-gd-verify output in the session. For a single-zone change call its owner directly; to research an open question use /unikit-gd-explore first.

SKILL.md

20.5 KB, as published. Nobody here has run it

Game Design — Multi-Zone Edit Dispatcher

Apply a set of explicit, user-dictated edits that crosses more than one zone of the GDD — the master spec (GAME.md + roster), systems, content types, and flows — in a single ordered pass. This skill is a dispatcher, not an author: it owns nothing and writes nothing. For each delta it resolves the (target, zone), orders the set so the change graph stays causally fresh, hands each delta to the zone that owns it (unikit-gd-spec / unikit-gd-system / unikit-gd-content / unikit-gd-flow), and closes with one consistency pass (unikit-gd-verify). The actual writing — sections, registry facts, version bumps, [gen] re-renders — happens inside the owner skills, under their collaborative protocol and delta discipline; this skill never bypasses it.

Three input shapes. (1) No argument — the bare /unikit-gd-apply reads the last unikit-gd-verify output in this session (free-text prose, no fence) and lifts its apply-ready deltas; this is verify's handoff path (verify ends on a bare /unikit-gd-apply). (2) Prose deltas typed directly as the argument. (3) A unikit-gd-review report file (reviews/*_review-*.md) — this skill reads the file's ## Apply-ready bucket as the delta set (the ## Research bucket is unikit-gd-explore's job, not this skill's). All three flow through the same routing, ordering, and closing verify below. If the bare call finds no recent verify deltas in the session, it does nothing destructive — it softly recommends running /unikit-gd-verify first.

When NOT to use it. A change confined to one zone goes straight to that owner — there is nothing to dispatch (Phase 1, GATE 2). A change you do not yet know how to design (an open question, a mechanic to research, a balance to work out) goes to unikit-gd-explore first — this skill only carries out edits you have already decided (Phase 1, GATE 1).

Language Awareness — BLOCKING PRE-REQUISITE

BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md and apply it to all output (fall back to English if it is missing) — including the rule to translate concepts, not transliterate jargon. gd-principles → "Language" adds the game-design specifics: which IDs and stored field values stay English (the owner skills re-apply it on every delegated write). Do not announce the language setting.

Phase 0 — Bootstrap

Silently load — do not narrate. This skill loads only routing context, never domain rules (it authors nothing, so there is no system/flow/content to balance):

  1. .unikit/system/gamedesign/gd-principles.md (the core) — the Zone Ownership model + routing (which zone owns what, the one-way boundary, the single sanctioned implemented code→design write) and the facts-registry / ID conventions. Plus, from the same gamedesign/ folder, the two shards this skill needs to order a dispatch: gd-authoring.md (the delta discipline — so it knows a schema / approved-content edit is a versioned delta the owner must record, and catalog churn is not) and gd-lifecycle.md (the lifecycle & status spine + cross-axis staleness — so it knows a system edit stales the content / flows that depend on it, which fixes the dispatch order). This skill applies these contracts to sequence the work; it does not restate or perform the authoring mechanics. If missing, warn (unikit-ai update) and fall back to the ordering summarized in this file.
  2. .unikit/gamedesign/GD-IDS.yaml — the registry, read-only here: the systems, flows, content_types, and their depends_on / belongs_to edges, used to resolve each delta's (target, zone) and to detect a delta that needs a not-yet-registered system (the create-precondition). If it does not exist, stop — there is no design to edit; route to /unikit-gd-spec (or /unikit-gd-brainstorm first) and stop.
  3. Schema guard (clean break — no automatic migration). GD-IDS.yaml MUST be version: 2. If it is still version: 1, STOP and report: the design workspace is on the pre-v2 layout (the standalone markdown system-index was dropped; the maps now render into GAME.md); there is no automatic migration — tell the user to upgrade via /unikit-gd-spec before re-running.

One-way boundary: never read .unikit/code/, project source, or build artifacts (gd-principles → One-Way Boundary). This skill does not load RULES_INDEX.md domain rules — it dispatches, it does not design.

Dispatch mechanism — how this skill delegates (3 tiers)

Delegation mirrors unikit-implement's ## Delegation agents + Fallback: pattern, but to owner skills (not subagents — a read-only Agent could not write the GDD). Each delta is handed to its zone owner inline, one at a time, in the Phase 2 order, waiting for each to return before starting the next — never in parallel (the order is the correctness guarantee).

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Dispatch — BLOCKING PRE-REQUISITE

When the pipeline reaches a DISPATCH step, the assistant MUST automatically invoke the owning skill itself — the Tier 1 Skill(...) call if available, otherwise the Tier 2 slash-command fallback — in order, one zone at a time, waiting for each to return. Do NOT print the list of /unikit-gd-* commands and ask the user to run them: rendering the list instead of executing it is a known failure mode. The invocation must be a real call, not text wrapped in backticks. The Tier 3 Run: print is reserved for the single case where no inline invocation mechanism exists at all.

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  • Tier 1 — primary (Skill). Skill(skill: "unikit-gd-<zone>", args: "<the delta>") inline. The owner runs its full interactive cycle in the main session (so its collaborative protocol, approvals, and writes all hold) and returns control here; then dispatch the next delta. This is the path on Claude Code.
  • Tier 2 — Fallback (slash-command). If the Skill tool is unavailable in the current environment, invoke /unikit-gd-<zone> inline, one zone at a time, in the Phase 2 order, waiting for each to return. The slash form is rewritten per agent by the installer (Codex $unikit-gd-*, Qwen /skills unikit-gd-*); Skill(...) is not rewritten and non-Claude agents have no Skill tool, so without this tier the dispatch is dead on 5 of 6 agents. This must be a real call, not a printed recommendation.
  • Tier 3 — degenerate (print). Only when no inline invocation mechanism exists at all, print the ordered Run: /unikit-gd-… list for the user to execute by hand (unikit/SKILL.md invariant). This is the last resort, never the default.

Pipeline — ROUTING → DISPATCH → VERIFY

Phase 1 — ROUTING (resolve every delta → (target, zone))

Input-mode resolution (first). Resolve which of the three input shapes this run is:

  • No argument (bare /unikit-gd-apply)session mode. Read the last unikit-gd-verify output in this session — its printed apply-ready deltas (free-text prose, each citing a target + zone, no fence) — and lift those deltas as the set, then continue below. If the session carries no recent verify output with apply-ready deltas (a fresh session, a /clear since the verify run, or a clean verify PASS), do nothing destructive — softly recommend 🔍 /unikit-gd-verify first and stop. (The verify → apply pair is single-session by design; a /clear between them is fixed by re-running verify — cheap.)
  • Argument resolves to an existing reviews/*_review-*.md path (the durable handoff from unikit-gd-review) → read it and take its ## Apply-ready bucket as the delta set: each apply-ready line is one decided edit carrying an RF-<date>-n id and a named Fix (entailed). The ## Research bucket is ignored here — it is unikit-gd-explore's input, not this skill's. An empty apply-ready bucket is a valid input: there is nothing to dispatch — report it and stop, recommending /unikit-gd-explore <file> for the research bucket.
  • Any other argument — including inline prose deltas typed directly — is the literal change request, taken as prose.

(The file reader is the only review-specific adapter; the no-arg session path + the prose path are what keep verify's bare-call handoff working — verify writes no file.)

Split the request into individual deltas. For each, resolve the target (a SYS-/ CT-/FLOW- id or GAME.md) and the zone that owns it:

The delta is…TargetZone owner
a GAME.md content edit (pillar, win/lose intent, monetization stance, loop stack)GAME.mdunikit-gd-spec
a new system added to the mapthe rosterunikit-gd-spec (add-system)
a system's rules / numbers / formulas / ACSYS-<slug>unikit-gd-system
a content type's schema (a field, a type, the scale, a ref<>, belongs_to)CT-<slug>unikit-gd-content
catalog churn (add/remove units, a bulk count)CT-<slug>unikit-gd-content
a flow's objectives / pacing / dependencies / events / wiring modeFLOW-<slug>unikit-gd-flow

The dispatcher is dumb on purpose: it resolves (target, zone) and hands the raw delta to the owner — it does not pre-classify Tuning vs Tweak vs Rework, schema vs churn, or create vs revise. Each owner makes that call under its own contract (subtlety ② below).

GATE 1 — explicit-edit only (else → unikit-gd-explore). Every delta must be a concrete change the user has already decided. A delta that is an open question, needs research, or is "work out how to…" is not an apply job — route it to /unikit-gd-explore (research first, then come back with the decided edit). If the request mixes the two, dispatch the decided deltas and hand the open one to explore; announce the split. This skill never researches.

GATE 2 — multi-zone only (else → the single owner). The resolved set must touch two or more zones (or be a genuine multi-delta job). A request that resolves to a single zone has nothing to dispatch — bounce it to that owner directly and stop:

  • one system edit → /unikit-gd-system <SYS> · one schema edit → /unikit-gd-content <CT>
  • one flow edit → /unikit-gd-flow <FLOW> · one GAME.md edit → /unikit-gd-spec
  • a lone catalog churn/unikit-gd-content <CT> (it is data, not even a versioned edit — there is nothing to order) · a lone standalone create/unikit-gd-spec add-system (this skill does not write the roster — unikit-gd-spec does).

A single-zone bounce is a real invocation (Tiers 1–2), not a printed suggestion.

Phase 2 — DISPATCH (ordered, one delta at a time)

Dispatch the resolved deltas in this fixed order — the carrying invariant is that every system dispatch lands BEFORE any content or flow dispatch that could depend on it, so the downstream owners read a fresh upstream and unikit-gd-verify never stale-flags falsely (subtlety ① below):

1. GAME.md / roster   → /unikit-gd-spec      (content edits, and add-system for any new system a later delta needs)
2. systems            → /unikit-gd-system     (the single upstream source — always before content/flow)
3. content types      → /unikit-gd-content    (a sink of the system axis)
4. flows              → /unikit-gd-flow        (a sink of the system axis)
  • Create-precondition (write goes to the owner, not here). A delta that needs a new system — a content type's belongs_to / ref<SYS>, a flow's GOAL, or an explicit "add system X and then change Y" — is dispatched as a unikit-gd-spec add-system in the first (spec) tier, before the dependent revise. That yields "create + dependent revise in one pass". The roster write is gd-spec's; this skill only sequences it. A standalone create with no other delta does not reach here — GATE 2 bounced it.
  • Content ↔ flow order is staleness-neutral (both are sinks of systems; neither stales the other) — it is fixed content → flow purely for determinism (subtlety ⑤). What matters is only that both follow every system dispatch.
  • One delta at a time. Invoke the owner (Tier 1/2), let it run its full cycle (Context → Options → approval → write → delta tail → [gen] re-render), wait for it to return, then dispatch the next. Each owner records its own version bump / changelog and re-renders its own [gen] map — this skill touches none of that.
  • Carry the review-finding id. When a delta came from a review file's apply-ready bucket, pass its RF-<date>-n with the delta to the owner so the owner cites the finding in its changelog essence — the same provenance review-finding → changelog a direct unikit-gd-system edit records. Typed / verify-prose deltas with no id carry none.
  • A delta the owner bounces (e.g. a flow whose GOAL crosses into a missing system, surfaced mid-dispatch) re-enters Phase 1 as a new system delta slotted into the spec tier; re-order and continue.

Phase 3 — VERIFY (one sentinel pass, last)

After every delta has been dispatched and its owner has returned, run one consistency pass, passing the reserved loop-guard sentinel apply-phase3 as the single argument:

Skill(skill: "unikit-gd-verify", args: "apply-phase3")    ← the loop-guard sentinel, NOT a scope

apply-phase3 is not a scope or an id list — it is the one reserved token that tells unikit-gd-verify this run is apply's closing Phase 3. verify recognises it, suppresses its standalone handoff offer/interview (so apply → verify → apply cannot loop), and derives its own changed-scope from the unverified design diff exactly as a bare call would (changed-scope impact across the just-touched systems, flows, and content types; otherwise a full check). Do not construct a union list of the touched ids and pass it instead — apply-phase3 is the only argument gd-apply ever passes here. This is the only place gd-apply uses Tier 2's /unikit-gd-verify apply-phase3 fallback / Tier 3 print, on the same rules as a dispatch.

Content-axis subtleties

The content zone is the fourth authoring zone, isomorphic to flow and, like flow, a sink of the system axis. These five points govern how this skill orders and routes content deltas:

  1. Content is a sink, never a source. The change graph is GAME.md (vision) → systems (the single source) → { content, flows } (sinks). Cross-axis staleness is one-way — a system edit stales the content types and flows that depend on it (SYS → CT, SYS → FLOW); the reverse never holds. That is the whole reason systems dispatch before content and flows (Phase 2).
  2. Churn vs schema is the owner's call, not the dispatcher's. This skill resolves (target = CT, zone = unikit-gd-content) and hands over the raw delta; unikit-gd-content classifies catalog churn (data — no version bump) vs a schema revise (a versioned code contract). A lone pure churn never reaches dispatch — GATE 2 bounces it straight to /unikit-gd-content.
  3. Churn does not clear a cross-axis stale-mark — only a schema revise does. That is correct and not this skill's concern: the stale-marks are unikit-gd-verify's, set and cleared in the final pass, never by the dispatcher.
  4. Content's create-precondition mirrors flow's. A content delta whose belongs_to / ref<SYS> needs a missing system routes through unikit-gd-spec add-system in the first tier (create + dependent schema revise in one pass) — exactly like a flow GOAL that needs a missing system. gd-apply sequences it; gd-spec writes the roster.
  5. Content ↔ flow order is fixed for determinism. Because neither stales the other, the content → flow order is a convention (reproducibility), not a correctness edge — only the system-before-sinks edge is load-bearing.

Ownership Boundaries

  • Owns: nothing — no document, no registry fact, no [gen] render, no status or version. This skill's only product is the ordering and delegation of a multi-zone edit batch plus the single closing verify. There is deliberately no Write/Edit in allowed-tools: gd-apply cannot write the GDD, only route to the owners that can.
  • Not this skill (every write): GAME.md content + the system roster (add-system) → unikit-gd-spec; a system's A–K doc → unikit-gd-system; a content type's schema + catalog → unikit-gd-content; a flow's doc → unikit-gd-flow; consistency & cross-axis impact → unikit-gd-verify; quality verdicts → unikit-gd-review; research / open questions → unikit-gd-explore.
  • Never: write or edit any GDD file or GD-IDS.yaml directly; classify a content delta as churn vs schema (the owner does); pre-decide an edit scale (Tuning/Tweak/Rework); dispatch content or a flow before the system it depends on; dispatch in parallel; pass a union of ids to unikit-gd-verify (pass only the apply-phase3 loop-guard sentinel); act on the ## Research bucket of a review file (that is unikit-gd-explore's job); print the Run: list when an inline invocation is possible; read the code workspace or project source.

Quick Reference

/unikit-gd-apply                                  → session mode: read the last /unikit-gd-verify output → lift its
                                                    apply-ready deltas → dispatch to owners → verify "apply-phase3";
                                                    no recent verify deltas → softly recommend /unikit-gd-verify first
/unikit-gd-apply reviews/2026-06-25_review-SYS-combat.md
                                                  → read the file's ## Apply-ready bucket → dispatch each entailed
                                                    fix to its owner (carrying its RF-id) → verify "apply-phase3";
                                                    the ## Research bucket → recommend /unikit-gd-explore
/unikit-gd-apply "buff combat damage 10%, add a rarity field to loot, retune onboarding pacing"
                                                  → 3 deltas across 3 zones: dispatch SYS-combat (system) →
                                                    CT-loot schema (content) → FLOW-onboarding (flow) → verify
/unikit-gd-apply "add a crafting system and a recipe content type that belongs_to it"
                                                  → create-precondition: gd-spec add-system SYS-crafting (first) →
                                                    gd-content CT-recipe (belongs_to SYS-crafting) → verify
/unikit-gd-apply "raise the damage by 10%"        → single zone → bounce to /unikit-gd-system SYS-combat
/unikit-gd-apply "add three more sword cards"     → lone catalog churn → bounce to /unikit-gd-content CT-card
/unikit-gd-apply "work out a better economy"      → open question → route to /unikit-gd-explore first

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