Verification Gates
rohitg00/skillkit
Creates explicit validation checkpoints (verification gates) between project phases to catch errors early and ensure quality before proceeding.
Generates a launch-readiness checklist across code, content, store, marketing, community, infrastructure and legal, scoped to the project and ending in go/no-go sign-offs.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios launch-checklist --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/launch-checklist .claude/skills/launch-checklist && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "launch-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/launch-checklist into .claude/skills/launch-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-checklist", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/launch-checklistType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios launch-checklist --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/launch-checklist .agents/skills/launch-checklist && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "launch-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/launch-checklist into .agents/skills/launch-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-checklist", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios launch-checklist --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/launch-checklist .cursor/skills/launch-checklist && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "launch-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/launch-checklist into .cursor/skills/launch-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-checklist", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/launch-checklist--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios launch-checklist --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/launch-checklist .gemini/skills/launch-checklist && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "launch-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/launch-checklist into .gemini/skills/launch-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-checklist", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios launch-checklistInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/launch-checklist .github/skills/launch-checklist && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "launch-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/launch-checklist into .github/skills/launch-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-checklist", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios launch-checklist --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/launch-checklist .opencode/skills/launch-checklist && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "launch-checklist" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/launch-checklist into .opencode/skills/launch-checklist/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-checklist", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
launch-checklistGenerates a launch-readiness checklist across code, content, store, marketing, community, infrastructure and legal, scoped to the project and ending in go/no-go sign-offs.
This skill produces a launch checklist that spans code, content, store presence, marketing, community, infrastructure and legal work, and finishes with go or no-go sign-offs. It is deliberately trimmed to the project: items for stages the project has not reached are declared out of scope rather than shown unchecked, and at minimal rigor it drops items whose only purpose is process weight the project has opted out of.
Certification items depend on the `platform.cert_tier` setting, which takes `none`, `itch`, `steam` or `console`. A `none` tier leaves the certification section out and says so. The `itch` tier covers upload requirements such as build size, page setup and age tags, `steam` covers Steamworks items like the store page, depot build and achievements, and `console` covers full platform certification, save-data and controller rules and age-rating boards. If the tier is unset the agent asks which platforms are in scope, and if that stays unknown the section reads NOT ASSESSED.
A config helper resolves rigor, workflow, stage, cert tier and automation settings first. The automation mode (collaborative, guided or autonomous) controls how often the agent asks before prompting or writing files.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteAskUserQuestionBash(bash "*/.claude/skills/launch-checklist/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Launch Readiness Checklist loads about 4.3k tokens when it runs. Until then it costs about 36 tokens; SKILL.md has 1,168 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 1,168 words, ~4,304 tokens.
.claude/skills/launch-checklist/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys rigor,workflow,project.stage,cert_tier,automation
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Every AskUserQuestion call and
every file write follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Resolved above — use as-is. No block → defaults in .claude/docs/config-resolution.md.
Scope this checklist to the project. Emitting every item for every platform trains the reader to skip the list, which defeats the gate:
project.stage — items for phases this project has not reached are out of
scope; say so rather than listing them unchecked.
modes.rigor — at minimal, drop items whose only justification is process
weight this project has opted out of.
platform.cert_tier — emit certification items only for the tier the
project targets. If it is unset, ask which platforms are in scope
rather than emitting all of them — an unset value is a question, not a licence
to emit every certification track. The answer, mapped onto the four values
below, is the tier for this run. If it cannot be determined, mark the section
NOT ASSESSED — cert tier unknown. Unset is not none: none is a
decision, unset is a missing one, and they must not produce the same output.
Branch on the four values this key takes — none | itch | steam | console —
and not on platform names. The full requirement table is the ## platform.cert_tier
section of .claude/docs/effects-map.md — read only that section (Grep its
heading, then a bounded Read); the file as a whole is not a runtime input.
none — emit no certification section at all. Internal release, alpha or
jam game. Say the section was omitted and why; do not leave it blank.itch — itch.io upload requirements only: build size, page setup, age tags.
No console and no Steamworks items.steam — Steamworks: store page, depot build, achievements, system
requirements, common content rules. No console certification items.console — full platform certification (TRC / XR / Lotcheck), save-data
rules, controller-mapping rules, age-rating boards. The heaviest tier.Branch on the
cert_tiervalues above, not on platform names. "Emit console/mobile certification items only for the platforms the project targets" is the wrong test: it treats anitchproject and asteamproject identically, conflatesnonewith unset, and keys onmobile, which is not acert_tiervalue at all. Use the vocabulary the config defines.
If an item cannot be scoped because the config is absent, mark it
NOT ASSESSED — platform/stage unknown. Do not silently include it: a
rigor: standard, single-platform project would otherwise receive a ~150-item
checklist demanding PC and console and mobile certification plus age
ratings, of which ~140 are unassessable.
Explicit invocation only: This skill should only run when the user explicitly requests it with
/launch-checklist. Do not auto-invoke based on context matching.
Read the argument for the launch date or dry-run mode. Dry-run mode generates the checklist without creating sign-off entries or writing files. With no argument the run is a normal one with the target date unset (Target Launch: not set) — dry-run only when the argument says dry-run.
CLAUDE.md for tech stack, target platforms, and team structureproduction/milestones/production/releases/design/live-ops/content-calendar.md if it existsEvery scan in this phase is a search for something bad, so a zero-hit result is ambiguous by construction: it means either "searched and found none" or "there was nothing to search". On a launch gate those are opposite findings, and a green checkbox renders them identically.
Establish the denominator before every scan below, and report it. Each line reads either
scanned [N] files, [M] hitsorNOT ASSESSED — [code root unresolved | no source files | no asset folder | directory empty]. Never a bare tick. The code root issrc/,Assets/orSource/by engine (resolve per.claude/docs/code-root-resolution.md); assets live inassets/,Assets/orContent/.This is written once, over the whole phase, rather than under one of the four bullets. All four search the code root the same way — for placeholder assets, TODOs, debug output and hardcoded test values — so if only one carries the warning, an empty or absent code root returns zero hits three times and read as three clean results. With no
assets/directory, for example, the placeholder scan returns zero hits, and "All placeholder art replaced" would be ticked green.
TODO, FIXME, HACK comments and their locationsconsole.log, print(), or debug output left in production codeplaceholder, temp_, WIP_)Carry the distinction into the checklist itself. An item whose scan returned
NOT ASSESSED is written - [?], not - [ ]. An unticked box says work
remains; a [?] says nobody could check, and only one of those is closed by
doing the work. Include the legend wherever a [?] appears:
[?] = not assessed — the input to this check was absent.
# Launch Checklist: [Game Title]
Target Launch: [Date or DRY RUN]
Generated: [Date]
---
## 1. Code Readiness
### Build Health
- [ ] Clean build on all target platforms
- [ ] Zero compiler warnings
- [ ] All unit tests passing
- [ ] All integration tests passing
- [ ] Performance benchmarks within targets
- [ ] No memory leaks (verified via extended soak test)
- [ ] Build size within platform limits
- [ ] Build version correctly set and tagged in source control
### Code Quality
- [ ] TODO count: [N] (zero required for launch, or documented exceptions)
- [ ] FIXME count: [N] (zero required)
- [ ] HACK count: [N] (each must have documented justification)
- [ ] No debug output in production code
- [ ] No hardcoded dev/test values
- [ ] All feature flags set to production values
- [ ] Error handling covers all critical paths
- [ ] Crash reporting integrated and verified
### Security
- [ ] No exposed API keys or credentials in source
- [ ] Save data encrypted
- [ ] Network communication secured (TLS/DTLS)
- [ ] Anti-cheat measures active (if multiplayer)
- [ ] Input validation on all server endpoints (if multiplayer)
- [ ] Privacy policy compliance verified
---
## 2. Content Readiness
### Assets
- [ ] All placeholder art replaced with final assets
- [ ] All placeholder audio replaced with final audio
- [ ] Audio mix finalized and approved by audio director
- [ ] All VFX polished and performance-verified
- [ ] No missing or broken asset references
- [ ] Asset naming conventions enforced
### Text and Localization
- [ ] All player-facing text proofread
- [ ] No hardcoded strings (all externalized for localization)
- [ ] All supported languages translated and verified
- [ ] Text fits UI in all languages (text fitting pass complete)
- [ ] Font coverage verified for all supported languages
- [ ] Credits complete, accurate, and up to date
### Game Content
- [ ] All levels/maps playable from start to finish
- [ ] Tutorial flow complete and tested with new players
- [ ] All achievements/trophies implemented and tested
- [ ] Save/load works correctly for all game states
- [ ] Difficulty settings balanced and tested
- [ ] End-game/credits sequence complete
---
## 3. Quality Assurance
### Testing
- [ ] Full regression test suite passed
- [ ] Zero S1 (Critical) bugs open
- [ ] Zero S2 (High) bugs open (or documented exceptions) — at `workflow: full` instead: zero S2 (High) and S3 (Medium) bugs open, no exceptions
- [ ] Soak test passed (the longest soak `/soak-test` runs, or longer by hand if a play session lasts longer)
- [ ] Multiplayer stress test passed (if applicable)
- [ ] All critical user paths tested on every platform
- [ ] Edge cases tested (full storage, no network, suspend/resume)
### Platform Certification
**Emit ONLY the block matching `platform.cert_tier`** (resolved in the resolved-config block at the top of this skill — see
the `platform.cert_tier` rule above). Do not emit this section's other blocks, and
do not fall back to emitting all of them.
**At `none`** — omit the section and say so in one line:
`Platform Certification: omitted — cert_tier is 'none' (internal/jam release).`
**At `itch`:**
- [ ] Build size within itch.io upload limits
- [ ] itch.io page complete (cover art, screenshots, description, tags)
- [ ] Age/content tags set honestly
- [ ] Downloadable vs browser build decided and tested
**At `steam`:**
- [ ] Steamworks SDK integrated and tested
- [ ] Store page complete (capsule art, trailer, description, system requirements)
- [ ] Depot build uploaded and installs cleanly from a fresh account
- [ ] Achievements functional
- [ ] Steam common content rules reviewed
**At `console`:**
- [ ] TRC/TCR/Lotcheck submission prepared
- [ ] Save-data rules compliant (corruption, full storage, user switching)
- [ ] Controller-mapping rules met, platform-correct button prompts
- [ ] Suspend/resume verified
- [ ] Age ratings obtained (ESRB, PEGI, regional)
**Every tier**, because these are not certification-gated:
- [ ] Accessibility: minimum standards met (remapping, text scaling, colorblind)
> **Keep this template gated by tier.** An ungated list — PC *and* Console *and*
> Mobile rows emitted at every tier — contradicts the `cert_tier` rule at the top
> of this skill, which says an `itch` project gets no console and no Steamworks
> items. When a rule and a template disagree, the template wins in practice,
> because a template is what gets copied.
>
> Changing the branching vocabulary is only half the job: the rows that branching
> governs have to move with it, or the rule describes behaviour nothing reaches.
### Performance
- [ ] Target FPS met on minimum spec hardware
- [ ] Load times within budget on all platforms
- [ ] Memory usage within budget on all platforms
- [ ] Network bandwidth within targets (if multiplayer)
- [ ] No frame hitches in critical gameplay moments
---
## 4. Store and Distribution
### Store Pages
- [ ] Store page copy finalized and proofread
- [ ] Screenshots current and per-platform resolution
- [ ] Trailers current and approved
- [ ] Key art and capsule images finalized
- [ ] System requirements accurate (PC)
- [ ] Pricing configured for all regions
- [ ] Pre-purchase/wishlist campaigns active (if applicable)
### Legal
- [ ] EULA finalized and approved by legal
- [ ] Privacy policy published and linked
- [ ] Third-party license attributions complete
- [ ] Music/audio licensing verified
- [ ] Trademark/IP clearance confirmed
- [ ] GDPR/CCPA compliance verified (data collection, consent, deletion)
---
## 5. Infrastructure
### Servers (if multiplayer/online)
- [ ] Production servers provisioned and load-tested
- [ ] Auto-scaling configured and tested
- [ ] Database backups configured
- [ ] CDN configured for content delivery
- [ ] DDoS protection active
- [ ] Monitoring and alerting configured
### Analytics and Monitoring
- [ ] Analytics pipeline verified and receiving data
- [ ] Crash reporting active and dashboard accessible
- [ ] Server monitoring dashboards live
- [ ] Key metrics tracked: DAU, session length, retention, crashes
- [ ] Alerts configured for critical thresholds
---
## 6. Community and Marketing
### Community Readiness
- [ ] Community guidelines published
- [ ] Moderation team briefed and tools ready
- [ ] Discord/forum/social channels set up
- [ ] FAQ and known issues page prepared
- [ ] Support email/ticketing system active
### Marketing
- [ ] Launch trailer published
- [ ] Press/influencer review keys distributed
- [ ] Social media launch posts scheduled
- [ ] Launch day blog post/dev update drafted
- [ ] Patch notes for launch version published
---
## 7. Operations
### Team Readiness
- [ ] On-call schedule set for first 72 hours post-launch
- [ ] Incident response playbook reviewed by team
- [ ] Rollback plan documented and tested
- [ ] Hotfix pipeline tested (can ship emergency fix within 4 hours)
- [ ] Communication plan for launch issues (who posts, where, how fast)
### Day-One Plan
- [ ] Day-one patch prepared (if needed)
- [ ] Server unlock/go-live procedure documented
- [ ] Launch monitoring dashboard bookmarked by all leads
- [ ] War room/channel established for launch day
---
## Go / No-Go Decision
**Overall Status**: [READY / CONDITIONAL / NOT ASSESSED / NOT READY]
First match wins: **NOT READY** if Blocking Items is not empty; else **NOT
ASSESSED** if any item is `- [?]`, any section came out `NOT ASSESSED`, or any
item is still unconfirmed — neither ticked on evidence or on a Phase 4b answer,
nor marked N/A, nor listed below (name each; group by section when there are
many); else **CONDITIONAL** if Conditional
Items is not empty; else **READY**. NOT ASSESSED outranks CONDITIONAL and READY —
an item nobody could check is not a passed one — and ranks below NOT READY, so a
known blocker is never buried behind it.
### Blocking Items
[Every FAIL or unresolved finding: a check that found a problem — FIXMEs, debug
output, placeholder assets, hardcoded dev values, an open S1 bug, a failing
build or test — with no documented workaround and no explicitly accepted risk]
### Conditional Items
[Every shortfall with a documented workaround or an explicitly accepted risk —
e.g. a HACK with its documented justification, an S2 with a documented
exception (below `workflow: full`, which allows none). Name the workaround, or
who accepted the risk]
### Sign-Offs Required
- [ ] Creative Director — Content and experience quality
- [ ] Technical Director — Technical health and stability
- [ ] QA Lead — Quality and test coverage
- [ ] Producer — Schedule and overall readiness
- [ ] Release Manager — Build and deployment readinessMost items above cannot be settled from the repository — the on-call schedule, the EULA, press keys, pricing, a soak test someone ran. Left unasked, every one of them stays unconfirmed and the Overall Status can only be NOT ASSESSED, so ask.
For each of the seven sections, collect the items no scan or file settled (the
Phase 3 counts and anything read in Phase 2 are not asked again) and ask one
AskUserQuestion per section, listing those items numbered. Each item's
answer is yes / no / not yet / N/A. Options: Yes — all of them /
Not yet — none of them / N/A — this section does not apply /
Some differ — I'll answer per item (the user then gives each numbered item its
answer). Skip a section with nothing left to ask.
- [x], marked (confirmed by the user)- N/A — [item] and left out of the Overall StatusThese are questions of fact only the user can answer, so they are asked in
collaborative and guided alike and never answered on the user's behalf. In
autonomous mode and in dry-run, skip this phase and say so: the items it
would have asked stay unconfirmed, and the Overall Status is NOT ASSESSED.
Then fill in the Go / No-Go section from the answers.
Present the completed checklist and summary to the user (Overall Status, total items, blocking items count, conditional items count, not-assessed items count, departments with incomplete sections).
If not in dry-run mode, ask: "May I write this to production/releases/launch-checklist-[date].md?"
Create nothing before the answer — not even the production/releases/ directory.
If yes, write the file; the write creates the directory with it.
project.stage is not Release (Polish, an earlier stage, or unset), run /gate-check release first — it is the readiness gate before launch./team-release.© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/launch-checklist of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Launch Readiness Checklist next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Launch Readiness Checklist this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~4.3k | Automated safety check: Pass | MIT | |
| Verification Gatesrohitg00/skillkit | 1.5k | — | ~1.7k | Automated safety check: Pass | Apache-2.0 | |
| Money Qualityiamzifei/show-me-the-money | 1k | — | ~5.7k | Automated safety check: Pass | Custom licence | |
| Steam Publishgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| Ralph Tui Create Beadssubsy/ralph-tui | 2.5k | 1 repos | ~2.6k | Automated safety check: Pass | MIT | |
| .NET MAUI Release Readinessdotnet/maui | 23k | — | ~15k | Automated safety check: Pass | MIT |
rohitg00/skillkit
Creates explicit validation checkpoints (verification gates) between project phases to catch errors early and ensure quality before proceeding.
iamzifei/show-me-the-money
Code and product quality gates for shipping with confidence.
gamedev-skills/awesome-gamedev-agent-skills
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists.
subsy/ralph-tui
Convert PRDs to beads for ralph-tui execution. An agent skill from subsy/ralph-tui.
dotnet/maui
Produces evidence-backed ship-readiness verdicts for .NET MAUI Servicing Releases and Previews, and drafts public-safe release handoff pages from the result.
Mesh-LLM/mesh-llm
A skill your agent uses when validating a MeshLLM release candidate or current HEAD against the last GitHub release, assembling the canonical feature/fix/modification inventory, testing locally…
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Generates a launch-readiness checklist across code, content, store, marketing, community, infrastructure and legal, scoped to the project and ending in go/no-go sign-offs. This skill produces a launch checklist that spans code, content, store presence, marketing, community, infrastructure and legal work, and finishes with go or no-go sign-offs. It is deliberately trimmed to the project: items for stages the project has not reached are declared out of scope rather than shown unchecked, and at minimal rigor it drops items whose only purpose is process weight the project has opted out of.
Launch Readiness Checklist fits situations like: preparing a game for launch and needing every department's items in one list; producing a go/no-go sign-off sheet for the final launch review; listing only the store and certification work that applies to the target platform.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a claude-code`. Or copy the skill folder (.claude/skills/launch-checklist in Donchitos/Claude-Code-Game-Studios) into .claude/skills/launch-checklist in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a codex`. Or copy the skill folder (.claude/skills/launch-checklist in Donchitos/Claude-Code-Game-Studios) into .agents/skills/launch-checklist in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill launch-checklist -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/launch-checklist, .gemini/skills/launch-checklist, .github/skills/launch-checklist and .opencode/skills/launch-checklist in your project.
Going by SKILL.md and its folder, Launch Readiness Checklist needs the command-line tools its instructions call (bash). Our summary lists: A project laid out for Claude Code Game Studios with its config files. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, AskUserQuestion, Bash(bash "*/.claude/skills/launch-checklist/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Launch Readiness Checklist is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.3k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Launch Readiness Checklist: Verification Gates (rohitg00/skillkit, 1.5k stars), Money Quality (iamzifei/show-me-the-money, 1k stars), Steam Publish (gamedev-skills/awesome-gamedev-agent-skills, 1.4k stars) and Ralph Tui Create Beads (subsy/ralph-tui, 2.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,871 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.