Add /skill-test suite: linter, behavioral specs, and coverage catalog for 52 skills

- New skill: /skill-test (static | spec | audit modes)
  - static: 7-check structural linter per skill file
  - spec: Claude-evaluated behavioral assertions against test specs
  - audit: coverage report across all 52 skills with priority gaps
- New hook: validate-skill-change.sh — advisory reminder to lint after skill edits
- New template: skill-test-spec.md — standard structure for authoring test specs
- New: tests/skills/catalog.yaml — machine-readable coverage index (52 skills)
- New: tests/skills/_fixtures/ — shared fixtures (complete concept, incomplete GDD)
- New: 4 seed test specs for critical gate skills (gate-check, design-review,
  story-readiness, story-done) — 4 cases each
- Modified: settings.json — validate-skill-change.sh added to PostToolUse hook

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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# GDD: Light Manipulation System
## Overview
The light manipulation system allows players to interact with bioluminescent
organisms and ancient light conduits to redirect beams of light. Light beams
illuminate dark areas, power ancient mechanisms, and reveal hidden surfaces.
## Player Fantasy
The player should feel like a puzzle archaeologist — discovering the logic of
an alien but internally consistent technology. The "aha" moment when a complex
light path clicks into place should feel earned and satisfying.
## Detailed Rules
- Players can pick up portable light sources (max 3 carried at once)
- Stationary conduits redirect beams at fixed angles (45°/90°/135°/180°)
- Light beams are blocked by solid terrain and most objects
- Living bioluminescent organisms pulse light on a 3-second cycle
- Ancient mirrors rotate freely and redirect any light beam that touches them
- A beam must reach a receptor to activate a mechanism
## Formulas
[SECTION MISSING — not yet authored]
## Edge Cases
[SECTION MISSING — not yet authored]
## Dependencies
- **Oxygen System**: Light sources consume no oxygen but picking them up takes
time (opportunity cost with oxygen drain)
- **Cave Navigation**: Illuminated paths reveal branching routes not visible
in darkness
- Player Inventory System (not yet designed)
## Tuning Knobs
[SECTION MISSING — not yet authored]
## Acceptance Criteria
[SECTION MISSING — not yet authored]
---
*Status: Draft — 4/8 required sections populated*
*Last updated: 2026-03-13*

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# Game Concept: Echoes of the Deep
## Overview
Echoes of the Deep is a single-player atmospheric puzzle-platformer set in
a bioluminescent underwater cave network. Players control a deep-sea diver
exploring ancient ruins while managing oxygen supplies and manipulating light
sources to reveal hidden paths and solve environmental puzzles.
## Player Fantasy
The player should feel like a lone explorer uncovering a lost civilization,
experiencing wonder at beautiful environments, and the satisfying "aha" moment
when a clever puzzle clicks into place. The oxygen mechanic creates gentle
pressure without punishing failure harshly.
## Core Loop
1. **Explore** — navigate branching cave sections using light and movement
2. **Discover** — find oxygen caches, light sources, and ancient mechanisms
3. **Solve** — manipulate light and environment to unlock new areas
4. **Progress** — unlock deeper cave sections with escalating complexity
## Game Pillars
1. **Wonder** — every area should contain something visually or mechanically surprising
2. **Accessibility** — the game should be completable without frustration; oxygen
manages pacing, not punishment
3. **Environmental Storytelling** — the ruins tell a story without text exposition
## Target Audience
Casual-to-midcore players who enjoy relaxed exploration games (Subnautica,
Journey, ABZÛ) and puzzle games that reward observation over reflexes.
Target age: 16+. Target sessions: 3090 minutes.
## Unique Selling Points
- Bioluminescent light manipulation as the core puzzle mechanic
- No enemies — tension comes from environment and resource management
- Procedurally decorated (handcrafted levels, procedural detail pass)
## Technical Scope
- **Engine**: Godot 4.6
- **Platform**: PC (Steam), with console ports post-launch
- **Team size**: Solo developer
- **Target completion**: 12-month development cycle
- **Scope**: 46 hours main story, 812 hours completionist
## Art Direction
Darkly atmospheric with vibrant bioluminescence providing the primary color
palette. Deep blues, purples, and blacks punctuated by greens, teals, and
ambers from living organisms and ancient technology.
## Fun Hypothesis
Players will feel rewarded by the combination of visual beauty and the
satisfying moment of discovering how light manipulation solves each puzzle.
The oxygen system will create just enough pressure to make exploration feel
meaningful without making death feel punishing.