code-review
Performs an architectural and quality code review on a specified file or set of files.
Skill by swl521
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Install
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npx agentmarket install skill/swl521-code-review
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: security
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/code-review
Tools it pre-approves 5
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
Read,Glob,Grep,Bash,Task
What's inside
- Skill name
code-review- Description
- Performs an architectural and quality code review on a specified file or set of files. Checks for coding standard compliance, architectural pattern adherence, SOLID principles, testability, and performance concerns.
- License
- MIT
- Allowed tools
- Read,, Glob,, Grep,, Bash,, Task
- Instructions
- 159 lines in SKILL.md · view on GitHub
Before installing
- Pre-approves some shell commands
Files (1)
- SKILL.md
SKILL.md (first lines)
## Phase 1: Load Target Files Read the target file(s) in full. Read CLAUDE.md for project coding standards. --- ## Phase 2: Identify Engine Specialists Read `.claude/docs/technical-preferences.md`, section `## Engine Specialists`. Note: - The **Primary** specialist (used for architecture and broad engine concerns) - The **Language/Code Specialist** (used when reviewing the project's primary language files) - The **Shader Specialist** (used when reviewing shader files) - The **UI Specialist** (used when reviewing UI code) If the section reads `[TO BE CONFIGURED]`, no engine is pinned — skip engine specialist steps. --- ## Phase 3: ADR Compliance Check Search for ADR references in the story file, commit messages, and header comments. Look for patterns like `ADR-NNN` or `docs/architecture/ADR-`. If no ADR references found, note: "No ADR references found — skipping ADR compliance check." For each referenced ADR: read the file, extract the **Decision** and **Consequences** sections, then classify any deviation: - **ARCHITECTURAL VIOLATION** (BLOCKING): Uses a pattern explicitly rejected in the ADR - **ADR DRIFT** (WARNING): Meaningfully diverges from the chosen approach without using a forbidden pattern - **MINOR DEVIATION** (INFO): Small difference from ADR guidance that doesn't affect overall architecture --- ## Phase 4: Standards Compliance Identify the system category (engine, gameplay, AI, networking, UI, tools) and evaluate: - [ ] Public methods and classes have doc comments - [ ] Cyclomatic complexity under 10 per method - [ ] No method exceeds 40 lines (excluding data declarations) - [ ] Dependencies are injected (no static singletons for game state) - [ ] Configuration values loaded from data files - [ ] Systems expose interfaces (not concrete class dependencies) --- ## Phase 5: Architecture and SOLID **Architecture:** - [ ] Correct dependency direction (engine <- gameplay, not reverse) - [ ] No circular dependencies between modules - [ ] Proper layer separation (UI does not own game state) - [ ] Events/signals used for cross-system communication - [ ] Consistent with established patterns in the codebase **SOLID:** - [ ] Single Responsibility: Each class has one reason to change - [ ] Open/Closed: Extendable without modification - [ ] Liskov Substitution: Subtypes substitutable for base types - [ ] Interface Segregation: No fat interfaces - [ ] Dependency Inversion: Depends on abstractions, not concretions --- ## Phase 6: Game-Specific Concerns - [ ] Frame-rate independence (delta time usage) - [ ] No allocations in hot paths (update loops) - [ ] Proper null/empty state handling - [ ] Thread safety where required - [ ] Resource cleanup (no leaks) --- ## Phase 7: Specialist Reviews (Parallel) Spawn all applicable specialists simultaneously via Task — do not wait for one before starting the next. ### Engine Specialists If an engine is configured, determine which specialist applies to each file and spawn in parallel: - Primary language files (`.gd`, `.cs`, `.cpp`) → Language/Code Specialist - Shader files (`.gdshader`, `.hlsl`, shader graph) → Shader Specialist - UI screen/widget code → UI Specialist - Cross-cutting or unclear → Primary Specialist Also spawn the **Primary Specialist** for any file touching engine architecture (scene structure, node hierarchy, lifecycle hooks). ### QA Testability Review For Logic and Integration stories, also spawn `qa-tester` via Task in parallel with the engine specialists. Pass: - The implementation files being reviewed - The story's `## QA Test Cases` section (the pre-written test specs from qa-lead) - The story's `## Acceptance Criteria` Ask the qa-tester to evaluate: - [ ] Are all test hooks and interfaces exposed (not hidden behind private/internal access)? - [ ] Do the QA test cases from the story's `## QA Test Cases` section map to testable code paths? - [ ] Are any acceptance criteria untestable as implemented (e.g., hardcoded values, no seam for injection)? - [ ] Does the implementation introduce any new edge cases not covered by the existing QA test cases? - [ ] Are there any observable side effects that should have a test but don't? For Visual/Feel and UI stories: qa-tester reviews whether the manual verification steps in `## QA Test Cases` are achievable with the implementation as written — e.g., "is the state the manual checker needs to reach actually reachable?" Collect all specialist findings before producing output. --- ## Phase 8: Output Review ``` ## Code Review: [File/System Name] ### Engine Specialist Findings: [N/A — no engine configured / CLEAN / ISSUES FOUND] [Findings from engine specialist(s), or "No engine configured." if skipped] ### Testability: [N/A — Visual/Feel or Config story / TESTABLE / GAPS / BLOCKING] [qa-tester findings: test hooks, coverage gaps, untestable paths, new edge cases]
From swl521/Codex-Game-Studios, MIT.
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- 0.473score
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balance-check
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Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances.
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
consistency-check
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Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same…
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create-architecture
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Guided, section-by-section authoring of the master architecture document for the game.
SkillDFreshness: D★ 9Claude Code - 0.470score
asset-spec
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Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles.
SkillDFreshness: D★ 9Claude Code - 0.470score
brainstorm
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Guided game concept ideation — from zero idea to a structured game concept document.
SkillDFreshness: D★ 9Claude Code - 0.470score
bug-report
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Creates a structured bug report from a description, or analyzes code to identify potential bugs.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
bug-triage
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Read all open bugs in production/qa/bugs/, re-evaluate priority vs.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
changelog
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Auto-generates a changelog from git commits, sprint data, and design documents.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
design-review
swl521
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards.
SkillDFreshness: D★ 9Claude Code - 0.470score
architecture-decision
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Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences.
SkillDFreshness: D★ 9Claude Code - 0.470score
art-bible
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Guided, section-by-section Art Bible authoring.
SkillDFreshness: D★ 9Claude Code
Signals
- Stars
- 9
- Forks
- 3
- Open issues
- 1
- Last commit (this folder)
- Apr 6, 2026 (6 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/swl521/Codex-Game-Studios
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from swl521
- 0.473score
consistency-check
swl521
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same…
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
create-architecture
swl521
Guided, section-by-section authoring of the master architecture document for the game.
SkillDFreshness: D★ 9Claude Code - 0.473score
adopt
swl521
Brownfield onboarding — audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a…
SkillDFreshness: D★ 9Claude Code +9 - 0.473score
balance-check
swl521
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances.
SkillDFreshness: D★ 9Claude Code +9 - 0.470score
asset-spec
swl521
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles.
SkillDFreshness: D★ 9Claude Code - 0.470score
architecture-decision
swl521
Creates an Architecture Decision Record (ADR) documenting a significant technical decision, its context, alternatives considered, and consequences.
SkillDFreshness: D★ 9Claude Code
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code-review skill. Agent Mart. https://agentmart.dev/skills/swl521-code-review (last updated 2026-10-24)