agentsclimarketplace

Procgen review

Skill rondorkerin/gamestack/plugins/gamestack/skills/procgen-review

The game-design process for Claude — knowledge + workflow skills for designing games, tuned for headless, procedural, AI-authored development (engine-agnostic; Godot).

Install
npx -y skills add rondorkerin/gamestack --skill procgen-review

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

  • 23 stars23 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 this to review a batch of procedurally- or AI-generated game content (dungeons, regions, quests, items, NPCs, lore, history) before it's committed. Stands in for the human designer's eye in a headless generation loop. Runs the oatmeal test (perceptual sameness), the fanfic/retell test (is it worth retelling), a cross-instance sameness scan (structural/thematic duplication), an intentionality gate (who/what/why + completion arc), and an anti-pattern gate. Outputs a structured pass/fail verdict with specific fixes routed back to the generator. Triggers on "review generated content", "check for sameness", "procgen review", "oatmeal test", "is my generated content any good", "gate this content".

SKILL.md

3.5 KB, as published. Nobody here has run it

Procgen Review

Preamble (auto-loaded)

!cat "${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md"; echo; cat "${CLAUDE_PLUGIN_ROOT}/ETHOS.md"

FALLBACK: if the line above rendered literally or empty (disableSkillShellExecution), Read ${CLAUDE_PLUGIN_ROOT}/shared/PREAMBLE.md and ${CLAUDE_PLUGIN_ROOT}/ETHOS.md now and follow PREAMBLE.md as instructions, then continue.

The quality gate for generated content. Generation is cheap and confident; sameness is invisible from inside a single sample. This skill is the review pass that catches it — designed to run automatically in a headless generate-review-repair loop (see ${CLAUDE_PLUGIN_ROOT}/shared/GATE.md for the loop harness).

When to use this

  • After any batch of content is generated, before it's committed to the game
  • As the standing gate inside a headless authoring loop
  • To audit existing generated content for the failure modes a generator can't self-detect

What it needs

  • The batch of generated artifacts (ideally ≥8 instances of a type, so sameness is detectable)
  • The generator's constraint set / definition of "good" (from procedural-generation)
  • Access to prior committed instances of the same type (for the sameness scan)

What it produces

A structured verdict per REVIEW.md's format: each artifact gets PASS / SOFT-FAIL / HARD-FAIL across five gates, with specific, actionable fixes routed to the phase that owns them (per game-design-process Phase 5).

Headless contract (for the GATE.md loop): emit the machine-readable verdict as the final fenced ```json block of your output, shape { "pass": bool, "score": number, "failures": [{ "gate", "detail" }] }. pass is false if any artifact HARD-FAILs. The harness extracts the last fenced json block — nothing else needs to be parseable.

The procedure

Read REVIEW.md for the full step-by-step. The five gates, in order:

  1. Oatmeal test — perceptual, not mathematical, uniqueness.
  2. Fanfic/retell test — would a player retell it?
  3. Cross-instance sameness scan — structural & thematic duplication vs. prior instances.
  4. Intentionality gate — who built it, what happened here, why this reward, completion arc.
  5. Anti-pattern gate — the named failure modes.

The one rule

Nothing generated ships unreviewed. A HARD-FAIL on any gate blocks the commit and returns the artifact to the generator with the specific fix. This is the non-negotiable backstop of headless procedural authoring.

Grounded in procedural-generation (the principles being tested) and open-world-design (the spatial anti-patterns). For the sibling check on fidelity to a target (concept art, a balance curve, lore canon) rather than variety, see iteration-loop — run both; they gate independent axes. Start at REVIEW.md.

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.