Files
Claude-Code-Game-Studios/.claude/docs/templates/vertical-slice-report.md
Donchitos 984023ddac Release v1.0.0 — concept-prototype/vertical-slice split, workflow restructure, polish (#50)
* Add /vertical-slice skill, prototype overhaul, and workflow integration

- Add /vertical-slice skill for pre-production validation (Phase 4 gate)
- Overhaul /prototype skill with two-mode design: concept prototype (Phase 1)
  vs vertical slice (Phase 4), with clearer differentiation and higher standards for VS
- Update prototyper agent to own both prototype and vertical-slice workflows
- Add prototype-report.md and vertical-slice-report.md output templates
- Update WORKFLOW-GUIDE, quick-start, skills-reference, agent-coordination-map,
  and skill-flow-diagrams to fully integrate both skills into the 7-phase pipeline
- Remove orphaned empty quick-prototype/ directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* sync v1 counts + polish

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add entity inventory flow, relax vertical-slice gate, improve UX authoring prompts

- /asset-spec: new Phase 0b entity & screen inventory when no argument and no
  existing inventory — reads GDDs/art-bible, proposes categorized list, writes
  design/assets/entity-inventory.md collaboratively
- /asset-spec: entity/character target falls back to inline user description
  when no source doc exists, rather than failing
- /gate-check: vertical slice changed from blocking to CONCERNS-only when
  absent; built-but-broken slice still fails; adds entity inventory as gate artifact
- /ux-design: convert inline approval prompts to AskUserQuestion for structured
  option capture at key authoring decision points
- workflow-catalog.yaml: entity-inventory step added to pre-production; UX spec
  min_count raised to 3; vertical-slice and prototype marked required: false with
  updated descriptions
- .gitignore: exclude marrow/ eval tooling directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Add missing AskUserQuestion widgets to 7 skills

Audit found 11 decision points across 7 skills where structured option
prompts were missing — using plain text, auto-selection, or no gate at all.

Skills patched:
- create-epics: per-epic approval + producer CONCERNS verdict
- sprint-plan: producer CONCERNS verdict with scope/timeline options
- milestone-review: AT RISK / OFF TRACK producer verdicts require acknowledgement
- retrospective: existing-retro handling converted from plain text [A]/[B]
- quick-design: classification confirmation + draft approve/revise/redirect
- tech-debt add mode: category (6 options) + effort (S/M/L/XL) structured capture
- regression-suite: no-arg mode selection instead of silent auto-detect
- hotfix: severity confirmation gate before workflow begins

Also added AskUserQuestion to allowed-tools headers for retrospective,
quick-design, tech-debt, regression-suite, and hotfix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* Prep v1 stable: fix WORKFLOW-GUIDE counts, stale agent names, and skill model fields

- WORKFLOW-GUIDE.md: correct agent count (48→49), skill count (66/68→73),
  add 6 missing skills to Appendix B, fix Creative category count (2→4),
  replace 3 non-existent agent names with correct ue-*/unity-* specialists,
  add missing godot-csharp/gdextension specialists to hierarchy,
  fix production/stories/ paths → production/epics/
- coordination-rules.md: replace "not yet used" with opt-in env var note
- quick-start.md: rename duplicate "Validate the concept" label → "Prototype the mechanic"
- skill-flow-diagrams.md: remove duplicate legacy UX pipeline section
- All 62 skills missing model: field now have explicit model: sonnet

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: comprehensive skill audit — consistency, UX, and flow gaps

Two-pass audit fixing ~35 bugs across 41 files.

Pre-production flow:
- Brainstorm next-steps split into Path A (design-first) and Path B
  (prototype-first) — eliminates "prototype after architecture" confusion
- /architecture-review added to pre-production flow in brainstorm and
  create-architecture handoffs
- gate-check traceability check corrected to requirements-traceability.md
- dev-story TR registry error now points to /architecture-review (not /create-epics)
- start now writes production/stage.txt on first onboarding

AskUserQuestion gaps filled:
- balance-check, code-review, hotfix, day-one-patch, consistency-check
  all gain closing widgets and/or missing allowed-tools declarations
- hotfix git branch creation now requires user confirmation
- sprint-plan review-mode setup moved to Phase 0 (before gates run)
- team-combat gains architecture→implementation approval gate
- design-review APPROVED path consolidated from 3 widgets to 1 multiSelect

All 9 team-* skills:
- Phase 0 review-mode resolution added (solo/lean/full now respected)
- team-audio output path fixed (design/gdd/ → design/audio/)
- team-level final doc compilation delegated to level-designer subagent
- team-narrative localization-lead added to composition list
- team-qa sprint path fixed (flat files, not directories)
- team-release NO-GO override captures written justification
- team-live-ops Cancel verdict now explicitly BLOCKED

Other fixes:
- Art bible path standardized to design/art/art-bible.md (3 wrong refs)
- AD-PHASE-GATE added to lean-mode skip list in director-gates.md
- design-system duplicate 5d heading fixed; skeleton decline path added;
  mandatory agent spawns now respect review mode
- story-readiness acceptance criteria thresholds now type-aware
- create-stories gains multi-ADR and no-ADR handling guidance
- consistency-check creates docs/consistency-failures.md on first run
- retrospective frontmatter bash injection replaced with explicit Bash call
- smoke-check ls -t gains PowerShell fallback
- Conventional Commits format documented in coding-standards.md
- gate-check: ADR acceptance gate, QA plan check, chain-of-verification
  tool-action requirement all added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* fix: expose --review flag in argument-hints for all team-* skills

All 9 team-* skills already implement Phase 0 review-mode resolution
internally (full/lean/solo), but none advertised [--review full|lean|solo]
in their argument-hint. Users had no way to discover the per-run override.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add SECURITY.md with coordinated disclosure policy

Defines scope, reporting process (GitHub private vulnerability reporting),
contributor security guidelines for hooks/skills/agents, and 90-day
coordinated disclosure timeline.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add CONTRIBUTING.md with framework contribution guidelines

Covers what PRs are welcome, skill/hook/agent technical requirements,
the collaborative principle, testing expectations, commit format,
and platform compatibility requirements.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* docs: add v1.0.0-beta → v1.0 upgrade section to UPGRADING.md

Documents the 17 commits since the beta tag: new /vertical-slice gate,
entity inventory flow in /map-systems, AskUserQuestion widgets across
7 skills, --review flag exposure on team-* skills, bug fixes
(#21, #36, #42, #43, #45), and the new CONTRIBUTING.md and SECURITY.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:15:08 +10:00

4.8 KiB
Raw Blame History

Vertical Slice Report: [Concept Name]

Date: [YYYY-MM-DD] Slice Duration: [N days] Target Scope: 35 minutes of polished, continuous gameplay Source GDD: design/gdd/game-concept.md


Validation Question

[The full game loop question this build was proving — both experience AND feasibility: "Does a player, starting from nothing, experience [core fantasy] within [N] minutes, without developer guidance — and can we build one such loop in [X] days at representative quality?"]


Scope Built

[Systems implemented, art quality level, what was intentionally omitted.]

Systems included:

  • [System 1]
  • [System 2]
  • [...]

Art/audio quality level: [Placeholder / Representative / Near-shipping] Shortcuts taken deliberately: [List] What was cut from original scope: [List]


Build Velocity Log

[Day-by-day record of what was completed. This is your real production rate data — use it in sprint planning.]

Day Completed
Day 1 [What was built]
Day 2 [What was built]
Day 3 [What was built]
... ...

Total elapsed: [N days] for [scope summary] Velocity estimate: [N hours per equivalent scope unit — e.g., "1 day per combat encounter, 0.5 days per UI screen"]


Playtest Results

Attribute Value
Total sessions [N]
Internal testers [N]
External testers [N — people who had not seen the game, if available]
Avg session length [N minutes (target: [N] minutes)]
Time to first meaningful action [N seconds (target: [N] seconds)]

Observations

[Specific, non-opinion observations from playtest sessions. Quote testers where useful.]

Where testers succeeded without guidance:

  • [...]

Where testers were confused or stuck:

  • [...]

Emotional reactions observed:

  • [...]

Metrics

Metric Target Actual
Time to first meaningful action [N sec] [N sec]
Session length [N min] [N min]
Critical fun blockers found 0 [N]
Pipeline blockers found 0 [N]
Architecture surprises 0 [N]

Feel assessment: [Specific — "combat feedback weak; no impact sound on hit" not "felt rough"]


Recommendation: [PROCEED / PIVOT / KILL]

[One paragraph with evidence — reference the validation question directly. Did a player experience the core fantasy within the target time, without developer guidance? Can the team build at this quality on the projected schedule?]


If Proceeding

Production requirements (what must change from slice to production):

  • [e.g., "Replace placeholder art with shipped assets"]
  • [e.g., "Combat system needs 2 more weapon types"]

Architecture adjustments needed:

  • [ADR to update or create]

Sprint velocity estimate based on slice data:

  • [e.g., "1 day per enemy type, 2 days per level section, 0.5 days per UI screen"]

Scope adjustments from original design:

  • [What the slice revealed about the true production scope]

Performance targets: [Confirmed / Revised — list changes if revised]

Playtest note: Run /playtest-report to structure additional session data before running /gate-check pre-production.

Next steps:

  1. /gate-check pre-production — formally advance to Production
  2. /create-epics layer:foundation — plan Foundation layer epics
  3. /create-epics layer:core — plan Core layer epics
  4. /sprint-plan — use velocity data from this report in the estimate

If Pivoting

[Which GDDs need revision and why — be specific about the failure mode observed.]

Systems requiring GDD revision: [List] Architecture decisions to revisit: [List — use /architecture-decision to update] Core loop change needed: [What specifically to change]

Next steps:

  1. /design-system [mechanic] — revise affected GDDs
  2. /architecture-decision [decision] — address architecture issues
  3. /vertical-slice — re-validate after revisions

If Killing

[Why the full game loop does not work at this quality level. What specifically prevented the player from experiencing the core fantasy. What to do instead.]

Next step: /brainstorm to explore a new direction, or /prototype [new-concept] to test a different concept cheaply before investing in another vertical slice.


Lessons Learned

  • What assumptions were broken by building to near-production quality? [...]

  • What surprised us about the pipeline or architecture? [...]

  • What would we change about the slice scope if we ran this again? [...]


Vertical slice code location: prototypes/[concept-name]-vertical-slice/ This code is reference material only. Production implementation is written from scratch. Never import or refactor this code into production.