Unikit gd apply
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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):
.unikit/system/gamedesign/gd-principles.md(the core) — the Zone Ownership model + routing (which zone owns what, the one-way boundary, the single sanctionedimplementedcode→design write) and the facts-registry / ID conventions. Plus, from the samegamedesign/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) andgd-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..unikit/gamedesign/GD-IDS.yaml— the registry, read-only here: thesystems,flows,content_types, and theirdepends_on/belongs_toedges, 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-brainstormfirst) and stop.- Schema guard (clean break — no automatic migration).
GD-IDS.yamlMUST beversion: 2. If it is stillversion: 1, STOP and report: the design workspace is on the pre-v2 layout (the standalone markdown system-index was dropped; the maps now render intoGAME.md); there is no automatic migration — tell the user to upgrade via/unikit-gd-specbefore 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).
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.
- 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
Skilltool 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 noSkilltool, 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.mdinvariant). 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 lastunikit-gd-verifyoutput in this session — its printed apply-ready deltas (free-text prose, each citing atarget+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/clearsince the verify run, or a clean verify PASS), do nothing destructive — softly recommend🔍 /unikit-gd-verifyfirst and stop. (The verify → apply pair is single-session by design; a/clearbetween them is fixed by re-running verify — cheap.) - Argument resolves to an existing
reviews/*_review-*.mdpath (the durable handoff fromunikit-gd-review) → read it and take its## Apply-readybucket as the delta set: each apply-ready line is one decided edit carrying anRF-<date>-nid and a namedFix (entailed). The## Researchbucket is ignored here — it isunikit-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… | Target | Zone owner |
|---|---|---|
a GAME.md content edit (pillar, win/lose intent, monetization stance, loop stack) | GAME.md | unikit-gd-spec |
| a new system added to the map | the roster | unikit-gd-spec (add-system) |
| a system's rules / numbers / formulas / AC | SYS-<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 mode | FLOW-<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>· oneGAME.mdedit →/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-specadd-system (this skill does not write the roster —unikit-gd-specdoes).
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'sGOAL, or an explicit "add system X and then change Y" — is dispatched as aunikit-gd-specadd-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 → flowpurely 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>-nwith the delta to the owner so the owner cites the finding in its changelog essence — the same provenance review-finding → changelog a directunikit-gd-systemedit records. Typed / verify-prose deltas with no id carry none. - A delta the owner bounces (e.g. a flow whose
GOALcrosses 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:
- 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). - 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-contentclassifies 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. - 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. - Content's create-precondition mirrors flow's. A content delta whose
belongs_to/ref<SYS>needs a missing system routes throughunikit-gd-specadd-system in the first tier (create + dependent schema revise in one pass) — exactly like a flowGOALthat needs a missing system. gd-apply sequences it; gd-spec writes the roster. - Content ↔ flow order is fixed for determinism. Because neither stales the other, the
content → floworder 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 noWrite/Editinallowed-tools: gd-apply cannot write the GDD, only route to the owners that can. - Not this skill (every write):
GAME.mdcontent + 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.yamldirectly; 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 tounikit-gd-verify(pass only theapply-phase3loop-guard sentinel); act on the## Researchbucket of a review file (that isunikit-gd-explore's job); print theRun: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