game-improvement-loop について
game-improvement-loop は、プレイテストの証拠に基づいてゲームを反復改善するスキルです。エージェントを使う開発チーム向けに、方向性の承認から実装、時間を定めたテスト、結果の記録までを導きます。
主な機能
- 01仕様やコード作成前の方向性確認
- 02順次進める改善サイクル
- 03成果物の証拠に基づくテスト対象選定
- 04証拠とサイクル判定の記録
- 05サブエージェント連携の指針
活用シーン
- 01プレイヤー向けのゲーム挙動の改善
- 02対象ランタイムでの変更テスト
- 03テスト結果を次のサイクルへ反映
インストール
コマンドをコピーしてターミナルで実行します。
npx skills add https:/ / github.com/ gil-1/ skills --skill game-improvement-loopインストール後、Claude Code で/game-improvement-loopを入力して読み込まれたか確認します。
README(原文)English
プロジェクトの README よりこの README の日本語訳はまだありません。以下は英語の原文です。日本語の紹介はページ上部をご覧ください。
Game Improvement Loop
Improve this game through short evidence loops. Keep player experience central and adapt the loop to the game's genre, platform, controls, and design promise.
Defaults
- Cycles: 3 unless user says otherwise.
- Playtest: 30 minutes per cycle unless user says otherwise.
- Log:
.scratch/game-improvement-loop/<YYYY-MM-DD>-<goal-slug>/cycle-N.md.
Do not shorten a requested/default playtest unless user approves. If full playtest cannot run, mark cycle incomplete.
Start Gate
Before PRD or code:
- Read local rules, docs, prior playtests, tickets/PRDs, and code paths relevant to the player-facing behavior.
- Research external references only when they help the requested goal.
- Return concise direction brief:
- player promise
- behavior to improve
- recommended direction plus key alternatives
- likely data/state needs
- primary player persona
- observable playtest signs
- cycle count and playtest duration
- Wait for user validation.
After validation, continue through all cycles unless blocked or direction becomes impossible.
Cycle
- Frame hypothesis: promise, design bet, observable signs.
- Research: code, docs, prior playtests, useful external sources.
- Create spec with
to-spec: hypothesis, persona, experience, non-goals, acceptance criteria, test/playtest plan. - Implement the cycle. If the spec already points to implementation-ready tickets, use
handle-ticketsand capture its PRs, branches, checks, blockers, and Codex outcomes. Otherwise use focused ticket-sized work withimplement, then runreview-fixandcodex-pr-reviewwhen a PR exists. Keep slices vertical and playable. - Choose the playtest target from delivery evidence: delivery worktree, preview URL, merged default branch, or blocked awaiting merge. Playtest in the target runtime for requested duration. Prefer clean session, representative viewport/device, and existing automation harness when available.
- Record evidence: method, runtime/build/URL, viewport/device, session id, start/end, duration, input count, transcript/log/screenshot paths, state contamination risk, and at least 5 relevant player-facing moments.
- Decide verdict:
validated,mixed,invalidated, orincomplete. - Turn strongest miss into next-cycle seed.
Sub-Agents
Use sub-agents when they materially help and the work can be split cleanly. Run cycles sequentially because each cycle seeds the next.
Parallelize independent work inside a cycle: codebase research, design references, test/tooling inspection, asset review, or bounded implementation with non-overlapping files.
Worker brief must include direction, cycle number, persona, log path, ticket/PRD expectations, likely modules, verification commands, playtest duration, dirty-worktree warning, and required handoff.
Cycle Log
# Cycle N: <goal>
## Approved Direction
## Persona
## Hypothesis
## Research
## PRD
## Implementation
## Verification
## Playtest Evidence
## Observations
## Verdict
## Next Seed
## Blockers Or Fallbacks
Finish
Summarize cycles, PRDs/tickets, PRs, worktrees or preview targets, checks, playtest evidence, verdicts, blockers, and next best improvement. State plainly if any cycle is incomplete.