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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/setup-engine — Section 2: Guided Mode
Part of
/setup-engine.SKILL.mdnames when to read this file; the settings it resolved and the rules under its later headings still apply here.
2. Guided Mode (No Arguments)
In this file:
- Check for existing game concept
- If the user wants to pick without a concept, ask in this order
- Produce a recommendation
If no engine is specified, run an interactive engine selection process:
Check for existing game concept
Read the design artifact for the resolved tier (see Tier awareness above):
-
standard/full: readdesign/gdd/game-concept.mdif it exists — extract genre, scope, platform targets, art style, team size, and any engine recommendation from/brainstorm. -
minimal: readdesign/game-brief.mdif it exists — extract genre, scope, platform, and art direction from its fields. Its absence is expected atminimal(the brief is authored after engine setup in the minimal path), so do not treat a missing brief as a gap — proceed straight to guided selection. -
If no concept or brief exists, inform the user:
"No game concept found. Consider running
/brainstormfirst to discover what you want to build — it will also recommend an engine. Or tell me about your game and I can help you pick."(At
minimalthis is optional, not a prerequisite — you can pick an engine now and write the brief next.)
If the user wants to pick without a concept, ask in this order:
Question 1 — Prior experience (ask this first, always, via AskUserQuestion):
- Prompt: "Have you worked in any of these engines before?"
- Options:
Godot/Unity/Unreal Engine 5/Multiple — I'll explain/None of them - If they pick a specific engine → recommend that engine. Prior experience outweighs all other factors. Confirm with them and skip the matrix.
- If "None" or "Multiple" → continue to the questions below.
Questions 2-6 — Decision matrix inputs (only if no prior engine experience):
Question 2 — Target platform (ask this second, always, via AskUserQuestion — platform eliminates or heavily weights engines before any other factor):
- Prompt: "What platforms are you targeting for this game?"
- Options:
PC (Steam / Epic)/Mobile (iOS / Android)/Console/Web / Browser/Multiple platforms - Platform rules that feed directly into the recommendation:
- Mobile → Unity strongly preferred; Unreal is a poor fit; Godot is viable for simple mobile
- Console → Unity or Unreal; Godot console support requires third-party publishers or significant extra work
- Web → Godot exports cleanly to web; Unity WebGL is functional; Unreal has poor web support
- PC only → all engines viable; other factors decide
- Multiple → Unity is the most portable across PC/mobile/console
- What kind of game? (2D, 3D, or both?)
- Primary input method? (keyboard/mouse, gamepad, touch, or mixed?)
- Team size and experience? (solo beginner, solo experienced, small team?)
- Any strong language preferences? (GDScript, C#, C++, visual scripting?)
- Budget for engine licensing? (free only, or commercial licenses OK?)
Produce a recommendation
Do NOT use a simple scoring matrix that eliminates engines. Instead, reason through the user's profile against the honest tradeoffs below, then present 1-2 recommendations with full context. Always end with the user choosing — never force a verdict.
Engine honest tradeoffs:
Godot 4
- Genuine strengths: 2D (best in class), stylized/indie 3D, rapid iteration, free forever (MIT), open source, gentlest learning curve, best for solo devs who want full control
- Real limitations: 3D ecosystem is thin compared to Unity/Unreal (fewer tutorials, assets, community answers for 3D-specific problems); large open-world 3D is very hard and largely untested in Godot; console export requires third-party publishers or significant extra work; smaller professional job market
- Licensing reality: Truly free with no revenue thresholds ever. MIT license means you own everything.
- Best fit: 2D games of any scope; stylized/atmospheric 3D; contained 3D worlds (not open-world); first game projects where learning curve matters; projects where budget is a hard constraint at any scale
Unity
- Genuine strengths: Industry standard for mid-scope 3D and mobile; massive asset store and tutorial ecosystem; C# is a professional language; best console certification support for indie; strong community for almost every genre
- Real limitations: Licensing controversy in 2023 damaged trust (runtime fee was proposed then walked back — the risk of policy changes remains real); C# has a steeper initial curve than GDScript; heavier editor than Godot for simple projects
- Licensing reality: Free under $200K revenue AND 200K installs (Unity Personal/Plus). Only becomes costly if the game is genuinely successful — most indie games never hit this threshold. The 2023 controversy is worth knowing about but the actual current terms are reasonable for most indie developers.
- Best fit: Mobile games; mid-scope 3D; games targeting console; developers with C# background; projects needing large asset store; teams of 2-5
Unreal Engine 5
- Genuine strengths: Best-in-class 3D visuals (Lumen, Nanite, Chaos physics); industry standard for AAA and photorealistic 3D; large open-world support is mature and production-tested; Blueprint visual scripting lowers C++ barrier; strong for games targeting high-end PC or console
- Real limitations: Steepest learning curve; heaviest editor (slow compile times, large project sizes); overkill for stylized/2D/small-scope games; C++ is genuinely hard; not suitable for mobile or web; 5% royalty past $1M gross revenue
- Licensing reality: 5% royalty only applies AFTER $1M gross revenue per title. For a first game or any game that doesn't reach $1M, it costs nothing. This threshold is high enough that most indie developers will never pay it.
- Best fit: AAA-quality 3D; large open-world games; photorealistic visuals; developers with C++ experience or willing to use Blueprint; games targeting high-end PC/console where visual fidelity is a core selling point
Genre-specific guidance (factor this into the recommendation):
- 2D any style → Godot strongly preferred
- 3D stylized / atmospheric / contained world → Godot viable, Unity solid alternative
- 3D open world (large, seamless) → Unity or Unreal; Godot is not production-proven for this
- 3D photorealistic / AAA-quality → Unreal
- Mobile-first → Unity strongly preferred
- Console-first → Unity or Unreal; Godot console support requires extra work
- Horror / narrative / walking sim → any engine; match to art style and team experience
- Action RPG / Soulslike → Unity or Unreal for 3D; community support and assets matter here
- Platformer 2D → Godot
- Strategy / top-down / RTS → Godot or Unity depending on 2D vs 3D
Recommendation format:
- Show a comparison table with the user's specific factors as rows
- Give a primary recommendation with honest reasoning
- Name the best alternative and when to choose it instead
- Explicitly state: "This is a starting point, not a verdict — you can always migrate engines, and many developers switch between projects."
- Use
AskUserQuestionto confirm: "Does this recommendation feel right, or would you like to explore a different engine?"- Options:
[Primary engine] (Recommended)/[Alternative engine]/[Third engine]/Explore further/Type something
- Options:
If the user picks "Explore further":
Use AskUserQuestion with concept-specific deep-dive topics. Always generate these options from the user's actual concept — do not use generic options. Always include at minimum:
- The primary engine's specific limitations for this concept (e.g., "How far can Godot 3D actually go for [genre]?")
- The alternative engine's specific tradeoffs for this concept
- Language choice impact on this concept's technical challenges
- Any concept-specific technical concern (e.g., adaptive audio, open-world streaming, multiplayer netcode)
The user can select multiple topics. Answer each selected topic in depth before returning to the engine confirmation question.