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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Settings Guidance — which value to recommend, and when
The advisory layer for project settings. This doc answers two questions no other doc does:
- Which value should a skill recommend for a given project or user?
- When should a skill proactively suggest changing a setting already set?
Boundary with its siblings
| Doc | Answers | Nature |
|---|---|---|
effects-map.md |
What each setting does | Descriptive |
config-resolution.md |
How a setting resolves (precedence chain) | Mechanical |
settings-guidance.md (this file) |
Which value to recommend, and when | Prescriptive |
Skills reference this doc on demand, only at a "recommend a setting" moment. It is not a CLAUDE.md import — advisory content must not ride in per-turn context.
1. The knob that matters most: modes.rigor
Almost every "what settings should I use?" question reduces to one choice:
modes.rigor (minimal | standard | full, default minimal). It fronts six
sub-knobs — modes.workflow, docs.density, qa.level, modes.story_granularity,
modes.review_mode, team.size. Recommend rigor, not the six; let the
expansion do the rest. The full expansion table is in effects-map.md § modes.rigor.
modes.automation (collaborative | guided | autonomous) is a separate
axis — how often skills stop to confirm — and is not fronted by rigor. Pick it
by working style, not by game type (see § 5).
2. Archetype → rigor presets
Match the project to an archetype; recommend the paired rigor. These are starting points, not verdicts — the user can always override.
| Archetype | Rigor | Why | Common override |
|---|---|---|---|
| Weekend jam / prototype / throwaway | minimal |
Shipping beats recording; design lives in the maker's head | Bump one deep system: workflow_overrides.system_overrides: {combat: full} |
| Small solo / hobby game (arcade, puzzle, short narrative) | minimal → standard if it grows |
Start light; add rigor when scope proves real | — |
| Focused commercial indie (platformer, roguelike, tactics, deckbuilder) | standard |
One well-understood loop; enough design to build correctly | "Comprehensive but compact": rigor: full + docs.density: terse |
| Systems-heavy / long-haul (open-world RPG, colony sim, immersive sim, 4X, survival) | full |
Many interacting systems; a design mistake costs weeks | Solo dev: keep full on disk, set review_mode: solo locally |
| Live-service / competitive multiplayer | full + domain emphasis |
Full pipeline plus netcode/security/live-ops | Raise qa.level / testing.strict.* for the online-critical types |
The model: the table picks a baseline; overrides handle the diagonal. Most real projects are one baseline plus one or two deliberate exceptions.
3. Seeding rigor from a described concept
When the user has described their game (e.g. /start Phase 2 free text), map it to
an archetype and pre-select the recommendation rather than asking cold. Signals:
| Concept mentions… | Lean toward |
|---|---|
| open-world, RPG, sim, sandbox, faction, crafting, economy, MMO, multiplayer, "systems" | full |
| jam, weekend, prototype, "first game", small, "just trying", experiment | minimal |
| "release", "commercial", "on Steam", a single clear core loop | standard |
| ambiguous / nothing above | minimal (the documented default) |
Rules: these are heuristics, never locks. Always confirm the pre-selection with
the user in their own terms ("Sounds like a big systems game — I'd suggest full
rigor; want that?"). If the user has no concept yet (exploring), do not seed
full — default minimal, and revisit once a concept exists.
"No concept yet" means no signal, not a particular onboarding path. A rough
one-line hint is still a description: if it trips the signals above, seed from the
signal. Only fall back to minimal-for-exploring when the user has given you
nothing to map. (/start Phase 3d states the same rule for its Path A/B branch;
both drive the same recommendation.)
4. When to recommend a change (adaptive triggers)
Bidirectional and threshold-based. Fire only on a threshold crossing, never
every session — that is what keeps this from becoming the nagging the automation
modes exist to eliminate.
| Trigger (crossing) | Direction | Detectable signal | Suggested action |
|---|---|---|---|
| Project grew past its band | ↑ raise | System-GDD count crosses ~9, or the code root (src/, Assets/ or Source/) crosses the Production threshold, while rigor is minimal |
"You're at N systems on rigor: minimal — most projects this size run standard. Revisit? → /settings" |
| Stage advanced into Production | ↑ raise | /gate-check PASS into Production while rigor is minimal |
Same, offered once at the gate |
| User sounds overwhelmed by process | ↓ lower | Phrases like "too many steps", "so much documentation", "overwhelmed" — and rigor is not already minimal |
"If the required-doc list feels heavy, a lower rigor trims it → /settings modes.rigor=standard" |
| Chosen rigor mismatches described scope | flag once | Onboarding pick contradicts the Phase-2 description | State it in one sentence, offer /settings, do not re-ask |
Frequency guard: the crossing is the gate. Because the hosts (/gate-check on
PASS, /help on request) are themselves infrequent, no persistent "already nudged"
state is needed — but never emit the same suggestion twice in one session.
5. Which skills reference this doc, and when
| Skill | Moment | Sections used |
|---|---|---|
/start |
Phase 3d/4 — choosing rigor | § 2 (presets), § 3 (seed from concept) |
/help |
escalation footer when user sounds stuck/overwhelmed | § 4 (lower trigger) |
/gate-check |
on PASS into a new stage | § 4 (raise trigger) |
/settings |
view output — further reading | § 2 (choosing a value) |
These skills each carry a one-line pointer to this doc.
6. How to phrase a recommendation
- Recommend, don't dictate. State the suggestion and the reason in one line;
the user decides. (
collaborative/guidedrequire this; evenautonomoustreats a rigor change as aschema_changesdecision and asks.) - Always route to
/settings— never editproject.yamlas a side effect of a recommendation. - One line, then stop. A nudge is a nudge, not a lecture.