--- name: review-all-gdds description: "Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run after all MVP GDDs are written, before architecture begins." argument-hint: "[focus: full | consistency | design-theory | since-last-review]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Bash context: fork agent: game-designer --- # Review All GDDs This skill reads every system GDD simultaneously and performs two complementary reviews that cannot be done per-GDD in isolation: 1. **Cross-GDD Consistency** — contradictions, stale references, and ownership conflicts between documents 2. **Game Design Holism** — issues that only emerge when you see all systems together: dominant strategies, broken economies, cognitive overload, pillar drift, competing progression loops **This is distinct from `/design-review`**, which reviews one GDD for internal completeness. This skill reviews the *relationships* between all GDDs. **When to run:** - After all MVP-tier GDDs are individually approved - After any GDD is significantly revised mid-production - Before `/create-architecture` begins (architecture built on inconsistent GDDs inherits those inconsistencies) **Argument modes:** - **No argument / `full`**: Both consistency and design theory passes - **`consistency`**: Cross-GDD consistency checks only (faster) - **`design-theory`**: Game design holism checks only - **`since-last-review`**: Only GDDs modified since the last review report (git-based) --- ## Phase 1: Load Everything Read all design documents before any analysis: 1. `design/gdd/game-concept.md` — game vision, core loop, MVP definition 2. `design/gdd/game-pillars.md` if it exists — design pillars and anti-pillars 3. `design/gdd/systems-index.md` — authoritative system list, layers, dependencies, status 4. **Every system GDD in `design/gdd/`** — read completely (skip game-concept.md and systems-index.md — those are read above) For `since-last-review` mode: run `git log --name-only` to identify GDDs modified since the last review report file was written. Only load those GDDs plus any GDDs they depend on. Report: "Loaded [N] system GDDs covering [M] systems. Pillars: [list]. Anti-pillars: [list]." If fewer than 2 system GDDs exist, stop: > "Cross-GDD review requires at least 2 system GDDs. Write more GDDs first, > then re-run `/review-all-gdds`." --- ## Phase 2: Cross-GDD Consistency Work through every pair and group of GDDs to find contradictions and gaps. ### 2a: Dependency Bidirectionality For every GDD's Dependencies section, check that every listed dependency is reciprocal: - If GDD-A lists "depends on GDD-B", check that GDD-B lists GDD-A as a dependent - If GDD-A lists "depended on by GDD-C", check that GDD-C lists GDD-A as a dependency - Flag any one-directional dependency as a consistency issue ``` ⚠️ Dependency Asymmetry combat.md lists: Depends On → health-system.md health-system.md does NOT list combat.md as a dependent → One of these documents has a stale dependency section ``` ### 2b: Rule Contradictions For each game rule, mechanic, or constraint defined in any GDD, check whether any other GDD defines a contradicting rule for the same situation: Categories to scan: - **Health and damage**: Does any GDD say damage floor is 1? Does any other say armour can reduce damage to 0? These contradict. - **Resource ownership**: If two GDDs both define how a shared resource (gold, stamina, mana) accumulates or depletes, do they agree? - **State transitions**: If GDD-A describes what happens when a character dies, does GDD-B's description of the same event agree? - **Timing**: If GDD-A says "X happens on the same frame", does GDD-B assume it happens asynchronously? - **Stacking rules**: If GDD-A says status effects stack, does GDD-B assume they don't? ``` 🔴 Rule Contradiction combat.md: "Minimum damage after armour reduction is 1" status-effects.md: "Poison ignores armour and can reduce health by any amount, including to 0" → These rules directly contradict. Which GDD is authoritative? ``` ### 2c: Stale References For every cross-document reference (GDD-A mentions a mechanic, value, or system name from GDD-B), verify the referenced element still exists in GDD-B with the same name and behaviour: - If GDD-A says "combo multiplier from the combat system feeds into score", check that the combat GDD actually defines a combo multiplier that outputs to score - If GDD-A references "the XP curve defined in progression.md", check that progression.md actually has an XP curve, not a flat-level system - If GDD-A was written before GDD-B and assumed a mechanic that GDD-B later designed differently, flag GDD-A as containing a stale reference ``` ⚠️ Stale Reference inventory.md (written first): "Item weight uses the encumbrance formula from movement.md" movement.md (written later): Defines no encumbrance formula — uses a flat carry limit instead → inventory.md references a formula that doesn't exist ``` ### 2d: Data and Tuning Knob Ownership Conflicts Two GDDs should not both claim to own the same data or tuning knob. Scan all Tuning Knobs sections across all GDDs and flag duplicates: ``` ⚠️ Ownership Conflict combat.md Tuning Knobs: "base_damage_multiplier — controls damage scaling" progression.md Tuning Knobs: "damage_multiplier — scales with player level" → Two GDDs define multipliers on the same output. Which owns the final value? This will produce either a double-application bug or a design conflict. ``` ### 2e: Formula Compatibility For GDDs whose formulas are connected (output of one feeds input of another), check that the output range of the upstream formula is within the expected input range of the downstream formula: - If combat.md outputs damage values between 1–500, and the health system is designed for health values between 10–100, a one-hit kill is almost always possible — is that intended? - If the economy GDD expects item prices between 1–1000 gold, and the progression GDD generates gold at a rate of 50–5000 per session, the economy will either be trivially easy or permanently locked — is that intended? Flag incompatibilities as CONCERNS (design judgment needed, not necessarily wrong): ``` ⚠️ Formula Range Mismatch combat.md: Max damage output = 500 (at max level, max gear) health-system.md: Base player health = 100, max health = 250 → Late-game combat can one-shot a max-health player in a single hit. Is this intentional? If not, either damage ceiling or health ceiling needs adjustment. ``` ### 2f: Acceptance Criteria Cross-Check Scan Acceptance Criteria sections across all GDDs for contradictions: - GDD-A criteria: "Player cannot die from a single hit" - GDD-B criteria: "Boss attack deals 150% of player max health" These acceptance criteria cannot both pass simultaneously. --- ## Phase 3: Game Design Holism Review all GDDs together through the lens of game design theory and player psychology. These are issues that individual GDD reviews cannot catch because they require seeing all systems at once. ### 3a: Progression Loop Competition A game should have one dominant progression loop that players feel is "the point" of the game, with supporting loops that feed into it. When multiple systems compete equally as the primary progression driver, players don't know what the game is about. Scan all GDDs for systems that: - Award the player's primary resource (XP, levels, prestige, unlocks) - Define themselves as the "core" or "main" loop - Have comparable depth and time investment to other systems doing the same ``` ⚠️ Competing Progression Loops combat.md: Awards XP, unlocks abilities, is described as "the core loop" crafting.md: Awards XP, unlocks recipes, is described as "the primary activity" exploration.md: Awards XP, unlocks map areas, described as "the main driver" → Three systems all claim to be the primary progression loop and all award the same primary currency. Players will optimise one and ignore the others. Consider: one primary loop with the others as support systems. ``` ### 3b: Player Attention Budget Count how many systems require active player attention simultaneously during a typical session. Each actively-managed system costs attention: - Active = player must make decisions about this system regularly during play - Passive = system runs automatically, player sees results but doesn't manage it More than 3-4 simultaneously active systems creates cognitive overload for most players. Present the count and flag if it exceeds 4 concurrent active systems: ``` ⚠️ Cognitive Load Risk Simultaneously active systems during combat: 1. combat.md — combat decisions (active) 2. stamina-system.md — stamina management (active) 3. status-effects.md — status tracking (active) 4. inventory.md — mid-combat item use (active) 5. ability-system.md — ability cooldown management (active) 6. companion-ai.md — companion command decisions (active) → 6 simultaneously active systems during the core loop. Research suggests 3-4 is the comfortable limit for most players. Consider: which of these can be made passive or simplified? ``` ### 3c: Dominant Strategy Detection A dominant strategy makes other strategies irrelevant — players discover it, use it exclusively, and find the rest of the game boring. Look for: - **Resource monopolies**: One strategy generates a resource significantly faster than all others - **Risk-free power**: A strategy that is both high-reward and low-risk (if high-risk strategies exist, they need proportionally higher reward) - **No trade-offs**: An option that is superior in all dimensions to all others - **Obvious optimal path**: If any progression choice is "clearly correct", the others aren't real choices ``` ⚠️ Potential Dominant Strategy combat.md: Ranged attacks deal 80% of melee damage with no risk combat.md: Melee attacks deal 100% damage but require close range → Unless melee has a significant compensating advantage (AOE, stagger, resource regeneration), ranged is dominant — higher safety, only 20% less damage. Consider what melee offers that ranged cannot. ``` ### 3d: Economic Loop Analysis Identify all resources across all GDDs (gold, XP, crafting materials, stamina, health, mana, etc.). For each resource, map its **sources** (how players gain it) and **sinks** (how players spend it). Flag dangerous economic conditions: | Condition | Sign | Risk | |-----------|------|------| | **Infinite source, no sink** | Resource accumulates indefinitely | Late game becomes trivially easy | | **Sink, no source** | Resource drains to zero | System becomes unavailable | | **Source >> Sink** | Surplus accumulates | Resource becomes meaningless | | **Sink >> Source** | Constant scarcity | Frustration and gatekeeping | | **Positive feedback loop** | More resource → easier to earn more | Runaway leader, snowball | | **No catch-up** | Falling behind accelerates deficit | Unrecoverable states | ``` 🔴 Economic Imbalance: Unbounded Positive Feedback gold economy: Sources: monster drops (scales with player power), merchant selling (unlimited) Sinks: equipment purchase (one-time), ability upgrades (finite count) → After equipment and abilities are purchased, gold has no sink. Infinite surplus. Gold becomes meaningless mid-game. Add ongoing gold sinks (upkeep, consumables, cosmetics, gambling). ``` ### 3e: Difficulty Curve Consistency When multiple systems scale with player progression, they must scale in compatible directions and at compatible rates. Mismatched scaling curves create unintended difficulty spikes or trivialisations. For each system that scales over time, extract: - What scales (enemy health, player damage, resource cost, area size) - How it scales (linear, exponential, stepped) - When it scales (level, time, area) Compare all scaling curves. Flag mismatches: ``` ⚠️ Difficulty Curve Mismatch combat.md: Enemy health scales exponentially with area (×2 per area) progression.md: Player damage scales linearly with level (+10% per level) → By area 5, enemies have 32× base health; player deals ~1.5× base damage. The gap widens indefinitely. Late areas will become inaccessibly difficult unless the curves are reconciled. ``` ### 3f: Pillar Alignment Every system should clearly serve at least one design pillar. A system that serves no pillar is "scope creep by design" — it's in the game but not in service of what the game is trying to be. For each GDD system, check its Player Fantasy section against the design pillars. Flag any system whose stated fantasy doesn't map to any pillar: ``` ⚠️ Pillar Drift fishing-system.md: Player Fantasy — "peaceful, meditative activity" Pillars: "Brutal Combat", "Tense Survival", "Emergent Stories" → The fishing system serves none of the three pillars. Either add a pillar that covers it, redesign it to serve an existing pillar, or cut it. ``` Also check anti-pillars — flag any system that does what an anti-pillar explicitly says the game will NOT do: ``` 🔴 Anti-Pillar Violation Anti-Pillar: "We will NOT have linear story progression — player defines their path" main-quest.md: Defines a 12-chapter linear story with mandatory sequence → This system directly violates the defined anti-pillar. ``` ### 3g: Player Fantasy Coherence The player fantasies across all systems should be compatible — they should reinforce a consistent identity for what the player IS in this game. Conflicting player fantasies create identity confusion. ``` ⚠️ Player Fantasy Conflict combat.md: "You are a ruthless, precise warrior — every kill is earned" dialogue.md: "You are a charismatic diplomat — violence is always avoidable" exploration.md: "You are a reckless adventurer — diving in without a plan" → Three systems present incompatible identities. Players will feel the game doesn't know what it wants them to be. Consider: do these fantasies serve the same core identity from different angles, or do they genuinely conflict? ``` --- ## Phase 4: Output the Review Report ``` ## Cross-GDD Review Report Date: [date] GDDs Reviewed: [N] Systems Covered: [list] --- ### Consistency Issues #### Blocking (must resolve before architecture begins) 🔴 [Issue title] [What GDDs are involved, what the contradiction is, what needs to change] #### Warnings (should resolve, but won't block) ⚠️ [Issue title] [What GDDs are involved, what the concern is] --- ### Game Design Issues #### Blocking 🔴 [Issue title] [What the problem is, which GDDs are involved, design recommendation] #### Warnings ⚠️ [Issue title] [What the concern is, which GDDs are affected, recommendation] --- ### GDDs Flagged for Revision | GDD | Reason | Type | Priority | |-----|--------|------|----------| | combat.md | Rule contradiction with status-effects.md | Consistency | Blocking | | inventory.md | Stale reference to nonexistent formula | Consistency | Blocking | | fishing.md | No pillar alignment | Design Theory | Warning | --- ### Verdict: [PASS / CONCERNS / FAIL] PASS: No blocking issues. Warnings present but don't prevent architecture. CONCERNS: Warnings present that should be resolved but are not blocking. FAIL: One or more blocking issues must be resolved before architecture begins. ### If FAIL — required actions before re-running: [Specific list of what must change in which GDD] ``` --- ## Phase 5: Write Report and Flag GDDs Ask: "May I write this review to `design/gdd/gdd-cross-review-[date].md`?" If any GDDs are flagged for revision: Ask: "Should I update the systems index to mark these GDDs as needing revision?" - If yes: for each flagged GDD, update its Status field in systems-index.md to "Needs Revision" with a short note in the adjacent Notes/Description column. (Do NOT append parentheticals to the status value — other skills match "Needs Revision" as an exact string and parentheticals break that match.) Ask approval before writing. --- ## Phase 6: Handoff After the report is written: - **If FAIL**: "Resolve the blocking issues in the flagged GDDs, then re-run `/review-all-gdds` to confirm they're cleared before starting architecture." - **If CONCERNS**: "Warnings are present but not blocking. You may proceed to `/create-architecture` and resolve warnings in parallel, or resolve them now for a cleaner baseline." - **If PASS**: "GDDs are internally consistent. Run `/create-architecture` to begin translating the design into an engine-aware technical blueprint." Gate reminder: `/gate-check technical-setup` now requires a PASS or CONCERNS verdict from this review before architecture work can begin. --- ## Collaborative Protocol 1. **Read silently** — load all GDDs before presenting anything 2. **Show everything** — present the full consistency and design theory analysis before asking for any action 3. **Distinguish blocking from advisory** — not every issue needs to block architecture; be clear about which do 4. **Don't make design decisions** — flag contradictions and options, but never unilaterally decide which GDD is "right" 5. **Ask before writing** — confirm before writing the report or updating the systems index 6. **Be specific** — every issue must cite the exact GDD, section, and text involved; no vague warnings