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Release 1.1.3 — long skills keep their later steps
Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
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# /review-all-gdds — Phase 1: Load Everything
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> Part of `/review-all-gdds`. `SKILL.md` names when to read this file; the settings it
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> resolved and the rules under its later headings still apply here.
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## Phase 1: Load Everything
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**In this file:**
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- Phase 1a — L0: Summary Scan (fast, low tokens)
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- Phase 1b — Registry Pre-Load (fast baseline)
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- Phase 1c — L1/L2: Section Load
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### Phase 1a — L0: Summary Scan (fast, low tokens)
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Before reading any full document, use Grep to extract `## Summary` sections
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from all GDD files:
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```
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Grep pattern="## Summary" glob="design/gdd/*.md" output_mode="content" -A 5
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```
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**Fail open on a missing Summary.** Establish the denominator: glob
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`design/gdd/*.md` and count **N**. A scan matching fewer than N means those GDDs
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predate `## Summary` — never treat an absent Summary as a system out of scope.
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A zero-match scan means "no GDD carries a Summary yet", not "nothing to review".
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This review is holistic and loads its in-scope GDDs regardless (see Phase 1c);
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the Summary scan only builds the manifest and narrows `since-last-review`, it
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never shrinks the review set.
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Display a manifest to the user:
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```
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Found [N] GDDs. Summaries:
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• combat.md — [summary text]
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• inventory.md — [summary text]
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...
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```
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For `since-last-review` mode, compute the scope deterministically instead of
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reasoning through git history:
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```
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Bash: bash .claude/scripts/review-scope.sh
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```
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It prints `PRIOR_REVIEW:`, a `CHANGED:` list, and a `DEPS ...:` list of each
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changed GDD's declared dependencies. Use those lists as the scope — the
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dependency lines are already the "Key deps" expansion, so no second pass is
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needed. If `PRIOR_REVIEW: NONE`, a full review is required; fall back to `full`
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mode.
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Show the user which GDDs are in scope based on summaries before doing any full
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reads. Only proceed to L1 for the `CHANGED` set plus the GDDs named on the
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`DEPS` lines.
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### Phase 1b — Registry Pre-Load (fast baseline)
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Before full-reading any GDD, check for the entity registry:
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```
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Read path="design/registry/entities.yaml"
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```
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If the registry exists and has entries, use it as a **pre-built conflict
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baseline**: known entities, items, formulas, and constants with their
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authoritative values and source GDDs. In Phase 2, grep GDDs for registered
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names first — this is faster than reading all GDDs in full before knowing
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what to look for.
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If the registry is empty or absent: proceed without it. Note in the report:
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"Entity registry is empty — consistency checks rely on full GDD reads only.
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Run `/consistency-check` after this review to populate the registry."
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### Phase 1c — L1/L2: Section Load
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Read whole (small, and every part is used):
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1. `design/gdd/game-concept.md` — game vision, core loop, MVP definition (or
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`design/game-brief.md`, the one-page brief that replaces it at `rigor: minimal` —
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pitch, core loop, MVP list)
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2. `design/gdd/game-pillars.md` if it exists — design pillars and anti-pillars
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3. `design/gdd/systems-index.md` — authoritative system list, layers, dependencies, status
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Then, for **every in-scope system GDD**, load the sections this review actually
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consumes — **not the whole file**:
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```
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Grep pattern="^## (Dependencies|Detailed Rules|Detailed Design|Formulas|Tuning Knobs|Acceptance Criteria|Player Fantasy)" glob="design/gdd/*.md" output_mode="content" -A 40
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```
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That list is not a guess — it is exactly the union the Parallel Execution
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contract below already enumerates: Phase 2 needs Dependencies, Detailed
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Design/Rules, Formulas, Tuning Knobs and Acceptance Criteria; Phase 3 needs
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Player Fantasy and progression/reward structure. Overview is narrative restated
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by the Summary this skill already scanned in Phase 1a, and Edge Cases feeds no
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checklist item here (`/design-review` owns per-GDD completeness). Loading them
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put content in three context windows — this one and both sub-agents' — that no
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checklist item ever read.
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Accept **either** `## Detailed Rules` or `## Detailed Design`; the design standard
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and the GDD template disagree on the name and they denote the same section.
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**Escalate to a full read of one GDD** when a scanned section cross-references
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material outside itself, or when a GDD matched **zero** sections — that GDD
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predates the template, and a zero-match there means "unstructured", not "empty".
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Never let a zero-match silently drop a system: the scan narrows the *read*, it
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never shrinks the *review set*.
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Report: "Loaded [N] system GDDs covering [M] systems. Pillars: [list]. Anti-pillars: [list]."
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If fewer than 2 system GDDs exist (count the files present; an empty one is handled under NOT ASSESSED in Phase 5, not here), stop:
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> "Cross-GDD review requires at least 2 system GDDs. Write more GDDs first,
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> then re-run `/review-all-gdds`."
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---
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