config/skills/game-dev/scope-guardian/SKILL.md
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.
npx skillsauth add gavinmcfall/agentic-config scope-guardianInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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The game you ship beats the game you imagine. Ruthlessly.
Invariant Every feature must answer: "Can this be cut without ruining the game?" If yes, it's not core.
Example A roguelike needs: procedural levels, combat, permadeath. A roguelike does NOT need: crafting, base building, multiplayer, leaderboards, achievements, cutscenes. Those are all nice. None are the game. //BOUNDARY: "Core" means the game doesn't exist without it. Not "the game is worse without it" — that's "important," not "core."
Depth
Invariant Every feature, asset, and piece of content belongs to exactly one level. The levels determine what gets built and in what order.
Example For a 2D roguelike:
Depth
Invariant Scope isn't just features. It's also how much content each feature requires. A "simple inventory system" with 200 items is not simple.
Example "The game has enemies" is a feature. "The game has 50 unique enemies each with distinct sprites, animations, behaviors, and sound effects" is a content commitment. One is a week of work. The other is months. //BOUNDARY: Budget content in the same way you budget features. Ask: what's the minimum number of [enemies/levels/items/etc.] needed for the game to feel complete?
Depth
Invariant A game without a target ship date will expand to fill all available time. Set one, even if it moves.
Example "I'll ship when it's ready" → never ships. "I'll ship a playable demo by December" → makes scope decisions concrete. Every new feature competes against the date. //BOUNDARY: The date can move. That's fine. The point is that it EXISTS, creating pressure that forces scope decisions. Without it, every feature is "eventually."
Depth
When a new feature or idea appears:
"Can this be cut without ruining the game?"
| Level | Criteria | Action | |-------|----------|--------| | Important | Makes the game notably better | Add to backlog with scope level label | | Nice to have | Would be cool | Add to ideas backlog | | Out of scope | Doesn't fit, too expensive, or wrong game | Record in decision-journal with "out of scope" |
If Important:
During sprint planning (sprint-manager):
When the user proposes a new feature:
When the game's scope feels too big:
Tone: Direct but not dismissive. The user's ideas are good — the question is timing, not quality. "Great idea. Is it for v1.0 or post-launch?"
adhd-coach skill — ShinyObjectFilter for in-the-moment capturesprint-manager skill — Sprint-level scope enforcementdecision-journal skill — Recording scope decisions with revisit triggersgame-research skill — Research on what's realistic for solo devsThe game you ship beats the game you imagine. Cut until it hurts, then ship.
development
Deeply personal mentor and guide. Use when struggling, wanting to quit, feeling overwhelmed, or doubting yourself. Empathy-first. Build this skill around YOUR psychology.
tools
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.
testing
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.
devops
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.