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Pre build review

Skill olzn/skills/skills/pre-build-review

Personal agent skills for Paper-first UI prototyping and design engineering.

Install
npx -y skills add olzn/skills --skill pre-build-review

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

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  • 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.

What its author says it does

Copied from the file, not written here

Run a pre-implementation plan review that attacks a settled product, UI, or technical plan for blockers, missing states, edge cases, accessibility gaps, mobile failures, awkward data assumptions, and implementation ambiguity. Use before coding after grill-with-docs, paper-prototype, a design decision, prototype, PRD, brief, or implementation plan, especially when the user asks to red-team, sanity-check, review, or decide go/no-go before build.

SKILL.md

3.5 KB, as published. Nobody here has run it

Pre-build Review

Overview

Use this as a small gate before implementation. Its job is to find the plan gaps that would become expensive once coding starts, then route the work back to the right stage if needed.

Do not turn this into a broad strategy exercise. Review the plan, name the risks, and decide whether it is ready to build.

Inputs

Use the user's plan, brief, prototype notes, issue, PRD, CONTEXT.md, ADRs, or nearby code as evidence. If important context can be found in the repo, inspect it instead of asking.

Ask a concise question only when the missing context makes the go/no-go decision unreliable.

Workflow

  1. Reconstruct the intended build in 2 to 4 sentences.
  2. Identify which stage should own any unresolved issue:
    • Product or domain uncertainty returns to grill-with-docs.
    • UI direction uncertainty returns to paper-prototype.
    • Implementation ambiguity can usually be resolved in the build plan.
  3. Attack the plan through these lenses:
    • Scope clarity, non-goals, and decision boundaries.
    • Missing states: loading, empty, error, disabled, permission, offline, long content, maximum volume, and partially complete data.
    • Data assumptions: ownership, identity, persistence, ordering, sync, validation, privacy, and failure modes.
    • Interaction and responsive behaviour: mobile, keyboard, focus, hover-only affordances, touch targets, interruption, and recovery.
    • Accessibility: semantics, labels, contrast, reduced motion, screen reader flow, and visible focus.
    • Technical fit: integration points, existing patterns, dependencies, migration risk, test surface, and deployment constraints.
    • Product feel: copy, feedback, pacing, affordance clarity, and whether the result will feel generated or considered.
  4. Decide whether to proceed.

Output

Lead with the verdict:

  • Go: ready to build.
  • Go with changes: buildable after specific adjustments.
  • No-go: return to an earlier stage first.

Then provide only the useful detail:

  • Blockers: issues that must be resolved before coding.
  • Risks: issues that can be managed during implementation.
  • Missing states: specific states the build must cover.
  • Accessibility/mobile checks: concrete checks to include.
  • Implementation questions: questions the builder must answer or assumptions to lock.
  • Recommended changes: brief edits to the plan, brief, or prototype.
  • Next step: the single next action.

Each finding names the stage that owns it, so a No-go returns to the right place: product or domain uncertainty to grill-with-docs, UI direction to paper-prototype, implementation ambiguity to the build plan. A Go hands off to ui-craft to build.

Rules

  • Be direct. Do not soften a real blocker.
  • Prefer concrete scenarios over abstract warnings.
  • Do not invent new product direction unless the existing plan is broken.
  • Do not block on details that are cheap and safe to resolve during implementation.
  • If the user asks to continue into implementation, resolve blockers or get explicit confirmation before building.

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.