
Review code with fresh eyes for correctness, security, and maintainability. Generate standalone prompts for Claude, Gemini, and Codex. Use when reviewing PRs, commits, staged changes, or auditing code.
Wear the QA hat — think about quality the way a 15-year senior QA thinks. Use when building features, reviewing work, validating output, or when anything feels "done" but hasn't been proven to work. Prevents the gap between "it runs" and "it works."
This skill guides intentional skill design. Use when creating, improving, or reviewing Claude Code skills. Requires a zone assessment to clarify what kind of skill is being built before writing content.
Effective Mermaid diagrams. Use when creating markdown documents with human audiences.
Solo dev sprint planning and task management with Plane. Use when planning sprints, sizing tasks, managing the backlog, or structuring work for ADHD productivity patterns. Not Agile — solo dev workflow.
Process and respond to code review feedback. Use after receiving PR comments from GitHub, feedback from disconnected-code-review skill, or any code review input. Walks through changes one-by-one with user approval.
Meta-cognitive support for ADHD+OCD during any work. Invoke when the user is stuck, looping, overwhelmed, paralysed, or burning energy on the wrong thing. Not clinical — practical frameworks for productive creative work.
Structure learning paths for game development. Use when planning what to learn, choosing courses, tracking learning progress, or connecting learning to building. Prevents tutorial hell and ensures learning serves the game.
Protect project scope at every level — feature, sprint, and project. Use when evaluating new ideas, reviewing the backlog, assessing project size, or when the game's vision has grown beyond what one person can build. The external "no" that ADHD needs.
Navigate the Steam publishing pipeline from Steamworks registration to post-launch. Use when setting up a store page, preparing builds for upload, planning a release timeline, pricing, marketing, or deciding about Early Access. For a solo dev publishing their first game.
Adversarial security testing — think and attack like a criminal to expose vulnerabilities before real criminals do. Use when testing code, live services, or infrastructure for security weaknesses. Spawns parallel attack subagents targeting different surfaces.
Evidence-first research with mandatory citations and source evaluation. Use when gathering information for decisions, comparing approaches, investigating unknowns, or any task requiring verified evidence from multiple sources. Invoke at the START of research, not when writing up results.
Start-of-session and end-of-session rituals. Use at the beginning or end of any game dev work session. Bridges adhd-coach energy patterns with sprint-manager tickets. Collapses the gap between sitting down and building.
Manage game art assets from creation to in-engine. Use when organizing sprites, choosing art tools, setting up folder structures, managing source files, or planning asset production. For a solo dev learning art — practical pipeline, not art instruction.
Navigate boot.dev courses for game development. Use when planning learning paths, mapping boot.dev progress to game-dev readiness, choosing which courses to prioritize, or connecting platform content to the game project. Bridges backend-focused curriculum with game dev goals.
Audit, sanitize, and package ~/.claude/ configuration into a distributable repository with versioned releases. Use when updating the public agentic-config repo, syncing local changes, creating releases, or auditing for PII. Handles cross-platform install scripts and semantic versioning.
Record project decisions with context, rationale, and confidence. Use when making or revisiting decisions about game development — engine, genre, art style, tools, architecture, learning path. Prevents decision amnesia and ADHD re-evaluation loops.
Find, evaluate, and recommend domain names. Use when brainstorming domains, checking availability, evaluating names for sound/memorability, or choosing between registrars. Knows Cloudflare, Namecheap, and CrazyDomains TLD coverage.
Parent skill for all game development work. Routes to the right sub-skill based on what you need. Invoke this instead of remembering 14 individual game dev skills.
Structured game development research with solo-dev feasibility filtering. Use when investigating engines, genres, art styles, tools, or any game-dev decision. Wraps the research skill with game-specific framing. Outputs feed into decision-journal.
Write and maintain Game Design Documents for solo dev projects. Use when starting a new game concept, after prototyping reveals design changes, or when the game's vision needs clarifying. Keeps the GDD lean, living, and connected to actual development.
Deploy and manage applications in the home-ops Kubernetes cluster via GitOps. Use when deploying new apps, modifying existing ones, adding routing, managing secrets, or working with the home-ops repo structure.
Build comprehensive psychological profiles through structured interviews or document ingestion. Creates AI-actionable personality context from the same frameworks as 8-10 paid personality assessments.
Deeply personal mentor and guide. Use when struggling, wanting to quit, feeling overwhelmed, or doubting yourself. Empathy-first. Build this skill around YOUR psychology.
Query and diagnose the home Kubernetes cluster. Use when checking cluster health, troubleshooting pods/services/routes, inspecting storage, or understanding what's deployed. Covers Talos node management, Ceph storage, Cilium networking.
Build automation workflows with n8n for game dev tasks. Use when automating repetitive processes, setting up notifications, scheduling backups, or connecting services. Reduces manual overhead that ADHD brains find hardest to maintain.
Declare what the system should be before writing code. Use when building new features, redesigning feature areas, or making significant changes that need a declaration of intent. Guides the declaration chain from findings through plans.
Plan and run playtests for a solo dev game. Use when deciding when to test, finding testers, structuring sessions, collecting feedback, processing results, or preparing for Steam Next Fest. Includes ADHD-specific strategies for handling emotional feedback.
Guide prototyping for solo game dev. Use when deciding what to prototype, scoping a prototype, evaluating results, or deciding whether to kill or commit. Prevents both over-investment in prototypes and skipping prototyping entirely.
Check and invoke available skills before starting work. Invoke at the start of any task to ensure relevant skills are loaded.
Manage game audio from sourcing to in-engine integration. Use when planning sound effects, sourcing music, organizing audio assets, or deciding when to add sound to the project. For a solo dev — practical sourcing and pipeline, not music theory.
Guides effective documentation creation. Activates relevant guidance for north-star, gestalt, reference, research, design, plan, flow, findings, concepts, or process documents. Prevents cascading harm from wrong information.