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
This commit is contained in:
Donchitos
2026-10-08 17:52:48 +11:00
co-authored by Claude Opus 5.5
parent b21fa0f7f2
commit be8993bbc5
231 changed files with 12000 additions and 10527 deletions
@@ -0,0 +1,87 @@
# /review-all-gdds — Phase 4: Cross-System Scenario Walkthrough
> Part of `/review-all-gdds`. `SKILL.md` names when to read this file; the settings it
> resolved and the rules under its later headings still apply here.
## Phase 4: Cross-System Scenario Walkthrough
Walk through the game from the player's perspective to find problems that only
appear at the interaction boundary between multiple systems — things static
analysis of individual GDDs cannot surface.
### 4a: Identify Key Multi-System Moments
Scan all GDDs and identify the 3–5 most important player-facing moments where
multiple systems activate simultaneously. Look specifically for:
- **Combat + Economy overlap**: killing enemies that drop resources, spending
resources during combat, death/respawn interacting with economy state
- **Progression + Difficulty overlap**: level-up triggering mid-fight, ability
unlocks changing combat viability, difficulty scaling at progression milestones
- **Narrative + Gameplay overlap**: dialogue choices locking/unlocking mechanics,
story beats interrupting resource loops, quest completion triggering system
state changes
- **3+ system chains**: any player action that triggers System A, which feeds
into System B, which triggers System C (these are highest-risk interaction paths)
List each identified scenario with a one-line description before proceeding.
### 4b: Walk Through Each Scenario
For each scenario, step through the sequence explicitly:
1. **Trigger** — what player action or game event starts this?
2. **Activation order** — which systems activate, in what sequence?
3. **Data flow** — what does each system output, and is that output a valid
input for the next system in the chain?
4. **Player experience** — what does the player see, hear, or feel at each step?
5. **Failure modes** — are there any of the following?
- **Race conditions**: two systems trying to modify the same state simultaneously
- **Feedback loops**: System A amplifies System B which re-amplifies System A
with no cap or dampener
- **Broken state transitions**: a system assumes a state that a previous
system may have changed (e.g., "player is alive" assumption after a combat
step that could have caused death)
- **Contradictory messaging**: player receives conflicting feedback from two
systems reacting to the same event (e.g., "success" sound + "failure" UI)
- **Compounding difficulty spikes**: two systems both scaling up at the same
progression point, multiplying the intended difficulty increase
- **Reward conflicts**: two systems both reacting to the same trigger with
rewards that together exceed the intended value (double-dipping)
- **Undefined behavior**: the GDDs don't specify what happens in this combined
state (neither system's rules cover it)
```
Example walkthrough:
Scenario: Player kills elite enemy at level-up threshold during active quest
Trigger: Player lands killing blow on elite enemy
→ combat.md: awards kill XP (100 pts)
→ progression.md: XP total crosses level threshold → triggers level-up
Output: new level, stat increases, ability unlock popup
→ quest.md: kill-count criterion met → triggers quest completion event
Output: quest reward XP (500 pts), completion fanfare
→ progression.md (again): quest XP added → triggers SECOND level-up in same frame
⚠️ Data flow issue: quest.md awards XP without checking if a level-up
is already in progress. progression.md has no guard against concurrent
level-up events. Undefined behavior: does the player level up once or twice?
Does the ability popup fire twice? Does the second level use the updated or
pre-update stat baseline?
```
### 4c: Flag Scenario Issues
For each problem found during the walkthrough, categorize severity:
- **BLOCKER**: undefined behavior, broken state transition, or contradictory
player messaging — the experience is broken or incoherent in this scenario
- **WARNING**: compounding spikes, feedback loops without caps, reward conflicts —
the experience works but produces unintended outcomes
- **INFO**: minor ordering ambiguity or messaging overlap — worth noting but
unlikely to cause player-visible problems
Add all findings to the output report under **"Cross-System Scenario Issues"**.
Each finding must cite: the scenario name, the specific systems involved, the
step where the issue occurs, and the nature of the failure mode.
---