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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/gate-check — Sections 7 and 8: Next Step and Follow-Up
Part of
/gate-check.SKILL.mdnames when to read this file; the settings it resolved and the rules under its later headings still apply here.
7. Closing Next-Step Widget
In this file:
-
- Closing Next-Step Widget: per gate, and the
workflow: minimalroute
- Closing Next-Step Widget: per gate, and the
-
- Follow-Up Actions
After the verdict is presented and any stage update is complete (project.yaml + stage.txt), close with a structured next-step prompt using AskUserQuestion.
Tailor the options to the gate that just ran. The argument names the phase
being entered, so /gate-check systems-design is the Concept → Systems Design gate.
At workflow: minimal, skip the menus below. They walk the phase ladder, and
the minimal route is not the ladder: offer the first incomplete step of
paths.minimal instead (the --path minimal rows from Section 3):
/setup-engine, then /brainstorm, then /create-stories, then /dev-story
on the next story — the route /help gives.
For Concept → Systems Design (/gate-check systems-design) PASS — option [A] is
/map-systems when design/gdd/systems-index.md does not exist yet (many
projects write it during Concept, as the workflow catalog orders it), otherwise
/design-system [first system in the index's design order]:
Gate passed. What would you like to do next?
[A] Run /map-systems — decompose the concept into systems and a design order (recommended next step)
— or, when the systems index already exists: Run /design-system [first system] — author its GDD
[B] Revisit the concept first — return here when it is settled
[C] Stop here for this session
For Systems Design → Technical Setup (/gate-check technical-setup) PASS:
Gate passed. What would you like to do next?
[A] Run /create-architecture — produce your master architecture blueprint and ADR work plan (recommended next step)
[B] Design more GDDs first — return here when all MVP systems are complete
[C] Stop here for this session
Note for the Systems Design → Technical Setup PASS:
/create-architectureis the required next step before writing any ADRs. It produces the master architecture document and a prioritized list of ADRs to write. Running/architecture-decisionwithout this step means writing ADRs without a blueprint — skip it at your own risk.
For Technical Setup → Pre-Production (/gate-check pre-production) PASS:
Gate passed. What would you like to do next?
[A] Run /create-control-manifest — generate the layer rules manifest from your Accepted ADRs (first, if docs/architecture/control-manifest.md does not exist yet)
[B] Run /vertical-slice — build the Vertical Slice (do this before writing epics — validate fun first)
[C] Write more ADRs first — run /architecture-decision [next-system]
[D] Stop here for this session
Note for the Technical Setup → Pre-Production PASS: The Pre-Production sequence is deliberately ordered to validate fun before committing to detailed planning:
/create-control-manifest— extract technical rules from Accepted ADRs, if not done yet (/create-epicsrequires it atfull)/vertical-slice— build the Vertical Slice FIRST, before writing epics or stories- Playtest →
/playtest-report— at least 1 documented session, 3+ better before committing the full team./gate-check productiontreats the slice as recommended: skipped → CONCERNS, unplayed → NOT ASSESSED/ux-design [screen]— UX specs for main menu, core HUD, pause menu (if not done)/create-epics layer:foundationthen/create-epics layer:core— plan after fun is validated/create-stories [epic-slug]for each epic/sprint-plan newWhy prototype before epics? If the prototype reveals the core loop needs to change, epics written before that discovery will be partially wrong. Validate fun cheaply first, then plan in detail. This is the #1 lesson from GDC postmortem data.
For all other gates, offer the two most logical next steps for that phase plus "Stop here".
8. Follow-Up Actions
Based on the verdict, suggest specific next steps:
- No art bible? →
/art-bibleto create the visual identity specification - Art bible exists but no asset specs? →
/asset-spec system:[name]to generate per-asset visual specs and generation prompts from approved GDDs - No game concept? →
/brainstormto create one - No systems index? →
/map-systemsto decompose the concept into systems - Missing design docs? →
/reverse-documentor delegate togame-designer - Small design change needed? →
/quick-designfor changes under about one week of implementation (bypasses full GDD pipeline) - No UX specs? →
/ux-design [screen name]to author specs, or/team-ui [feature]for full pipeline - UX specs not reviewed? →
/ux-review [file]or/ux-review allto validate - No accessibility requirements doc? → run
/ux-designwhich creates bothdesign/accessibility-requirements.mdanddesign/ux/interaction-patterns.mdin one step - No interaction pattern library? →
/ux-design patternsto initialize it - Concept or a GDD not reviewed? →
/design-review [doc] - GDDs not cross-reviewed? →
/review-all-gdds(run after all MVP GDDs are individually approved) - Cross-GDD consistency issues? → fix flagged GDDs, then re-run
/review-all-gdds - No test framework? →
/test-setupto scaffold the framework for your engine - No QA plan for current sprint? →
/qa-plan sprintto generate one before implementation begins - Missing ADRs? →
/architecture-decisionfor individual decisions - No master architecture doc? →
/create-architecturefor the full blueprint - ADRs missing engine compatibility sections? → Re-run
/architecture-decisionor manually add Engine Compatibility sections to existing ADRs - Missing control manifest? →
/create-control-manifest(requires Accepted ADRs) - Missing epics? →
/create-epics layer: foundationthen/create-epics layer: core(requires control manifest) - Missing stories for an epic? →
/create-stories [epic-slug](run after each epic is created) - Stories not implementation-ready? →
/story-readinessto validate stories before developers pick them up - Tests failing? → delegate to
lead-programmerorqa-tester - No playtest data? →
/playtest-report - No playtest sessions beyond the minimum? → Additional sessions give more reliable signal. 3+ total is recommended before committing the full team. Use
/playtest-reportto structure findings. - No Difficulty Curve doc? → Author
design/difficulty-curve.mdby hand from the template at.claude/docs/templates/difficulty-curve.md. (/quick-designis a related session but writes todesign/quick-specs/, not to this path — use it to think the curve through, then copy the outcome here.) - No player journey map? → Author
design/player-journey.mdby hand from the template at.claude/docs/templates/player-journey.md.
Neither of these has a skill that writes it — the remediations must not imply otherwise. Naming "
/ux-designPhase 2b" would point at the step that readsdesign/player-journey.md, landing the user back at the check that just failed. Naming/quick-designwould point at a skill that writesdesign/quick-specs/[name]-[date].mdand would leave this gate still failing. Both docs are hand-authored from their templates; say so plainly rather than naming a skill that cannot produce them.
- Need a quick sprint check? →
/sprint-statusfor current sprint progress snapshot - Performance unknown? →
/perf-profile - Not localized? →
/localize - No security audit, or open CRITICAL/HIGH findings? →
/security-audit(after fixes,/security-audit quickto confirm) - Ready for release? →
/launch-checklist