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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 3: Game Design Holism
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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 3: Game Design Holism
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**In this file:**
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- 3a: Progression Loop Competition
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- 3b: Player Attention Budget
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- 3c: Dominant Strategy Detection
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- 3d: Economic Loop Analysis
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- 3e: Difficulty Curve Consistency
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- 3f: Pillar Alignment
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- 3g: Player Fantasy Coherence
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Review all GDDs together through the lens of game design theory and player
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psychology. These are issues that individual GDD reviews cannot catch because
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they require seeing all systems at once.
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### 3a: Progression Loop Competition
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A game should have one dominant progression loop that players feel is "the
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point" of the game, with supporting loops that feed into it. When multiple
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systems compete equally as the primary progression driver, players don't know
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what the game is about.
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Scan all GDDs for systems that:
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- Award the player's primary resource (XP, levels, prestige, unlocks)
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- Define themselves as the "core" or "main" loop
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- Have comparable depth and time investment to other systems doing the same
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```
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⚠️ Competing Progression Loops
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combat.md: Awards XP, unlocks abilities, is described as "the core loop"
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crafting.md: Awards XP, unlocks recipes, is described as "the primary activity"
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exploration.md: Awards XP, unlocks map areas, described as "the main driver"
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→ Three systems all claim to be the primary progression loop and all award
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the same primary currency. Players will optimise one and ignore the others.
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Consider: one primary loop with the others as support systems.
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```
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### 3b: Player Attention Budget
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Count how many systems require active player attention simultaneously during
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a typical session. Each actively-managed system costs attention:
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- Active = player must make decisions about this system regularly during play
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- Passive = system runs automatically, player sees results but doesn't manage it
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More than 3-4 simultaneously active systems creates cognitive overload for most
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players. Present the count and flag if it exceeds 4 concurrent active systems:
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```
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⚠️ Cognitive Load Risk
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Simultaneously active systems during [core loop moment]:
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1. [system-a].md — [decision type] (active)
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2. [system-b].md — [resource management] (active)
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3. [system-c].md — [tracking] (active)
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4. [system-d].md — [item/action use] (active)
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5. [system-e].md — [cooldown/timer management] (active)
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6. [system-f].md — [coordination decisions] (active)
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→ 6 simultaneously active systems during the core loop.
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Research suggests 3-4 is the comfortable limit for most players.
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Consider: which of these can be made passive or simplified?
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```
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### 3c: Dominant Strategy Detection
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A dominant strategy makes other strategies irrelevant — players discover it,
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use it exclusively, and find the rest of the game boring. Look for:
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- **Resource monopolies**: One strategy generates a resource significantly
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faster than all others
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- **Risk-free power**: A strategy that is both high-reward and low-risk
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(if high-risk strategies exist, they need proportionally higher reward)
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- **No trade-offs**: An option that is superior in all dimensions to all others
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- **Obvious optimal path**: If any progression choice is "clearly correct",
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the others aren't real choices
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```
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⚠️ Potential Dominant Strategy
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combat.md: Ranged attacks deal 80% of melee damage with no risk
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combat.md: Melee attacks deal 100% damage but require close range
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→ Unless melee has a significant compensating advantage (AOE, stagger,
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resource regeneration), ranged is dominant — higher safety, only 20% less
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damage. Consider what melee offers that ranged cannot.
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```
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### 3d: Economic Loop Analysis
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Identify all resources across all GDDs (gold, XP, crafting materials, stamina,
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health, mana, etc.). For each resource, map its **sources** (how players gain
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it) and **sinks** (how players spend it).
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Flag dangerous economic conditions:
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| Condition | Sign | Risk |
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|-----------|------|------|
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| **Infinite source, no sink** | Resource accumulates indefinitely | Late game becomes trivially easy |
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| **Sink, no source** | Resource drains to zero | System becomes unavailable |
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| **Source >> Sink** | Surplus accumulates | Resource becomes meaningless |
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| **Sink >> Source** | Constant scarcity | Frustration and gatekeeping |
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| **Positive feedback loop** | More resource → easier to earn more | Runaway leader, snowball |
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| **No catch-up** | Falling behind accelerates deficit | Unrecoverable states |
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```
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🔴 Economic Imbalance: Unbounded Positive Feedback
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gold economy:
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Sources: monster drops (scales with player power), merchant selling (unlimited)
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Sinks: equipment purchase (one-time), ability upgrades (finite count)
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→ After equipment and abilities are purchased, gold has no sink.
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Infinite surplus. Gold becomes meaningless mid-game.
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Add ongoing gold sinks (upkeep, consumables, cosmetics, gambling).
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```
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### 3e: Difficulty Curve Consistency
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When multiple systems scale with player progression, they must scale in
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compatible directions and at compatible rates. Mismatched scaling curves
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create unintended difficulty spikes or trivialisations.
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For each system that scales over time, extract:
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- What scales (enemy health, player damage, resource cost, area size)
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- How it scales (linear, exponential, stepped)
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- When it scales (level, time, area)
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Compare all scaling curves. Flag mismatches:
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```
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⚠️ Difficulty Curve Mismatch
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combat.md: Enemy health scales exponentially with area (×2 per area)
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progression.md: Player damage scales linearly with level (+10% per level)
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→ By area 5, enemies have 32× base health; player deals ~1.5× base damage.
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The gap widens indefinitely. Late areas will become inaccessibly difficult
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unless the curves are reconciled.
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```
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### 3f: Pillar Alignment
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Every system should clearly serve at least one design pillar. A system that
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serves no pillar is "scope creep by design" — it's in the game but not in
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service of what the game is trying to be.
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For each GDD system, check its Player Fantasy section against the design pillars.
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Flag any system whose stated fantasy doesn't map to any pillar:
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```
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⚠️ Pillar Drift
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fishing-system.md: Player Fantasy — "peaceful, meditative activity"
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Pillars: "Brutal Combat", "Tense Survival", "Emergent Stories"
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→ The fishing system serves none of the three pillars. Either add a pillar
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that covers it, redesign it to serve an existing pillar, or cut it.
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```
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Also check anti-pillars — flag any system that does what an anti-pillar
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explicitly says the game will NOT do:
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```
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🔴 Anti-Pillar Violation
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Anti-Pillar: "We will NOT have linear story progression — player defines their path"
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main-quest.md: Defines a 12-chapter linear story with mandatory sequence
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→ This system directly violates the defined anti-pillar.
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```
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### 3g: Player Fantasy Coherence
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The player fantasies across all systems should be compatible — they should
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reinforce a consistent identity for what the player IS in this game. Conflicting
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player fantasies create identity confusion.
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```
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⚠️ Player Fantasy Conflict
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combat.md: "You are a ruthless, precise warrior — every kill is earned"
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dialogue.md: "You are a charismatic diplomat — violence is always avoidable"
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exploration.md: "You are a reckless adventurer — diving in without a plan"
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→ Three systems present incompatible identities. Players will feel the game
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doesn't know what it wants them to be. Consider: do these fantasies serve
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the same core identity from different angles, or do they genuinely conflict?
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```
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---
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