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