CLI Anything Godot
HKUDS/CLI-Anything
Agent-native CLI for Godot project management, scenes, exports, and script execution.
Scans a game project to detect its development stage, check artifacts for gaps and recommend next steps, with gap rules that depend on the workflow tier.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill project-stage-detect -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios project-stage-detect --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/project-stage-detect .claude/skills/project-stage-detect && 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 "project-stage-detect" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/project-stage-detect into .claude/skills/project-stage-detect/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "project-stage-detect", 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/project-stage-detectType 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 project-stage-detect -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios project-stage-detect --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/project-stage-detect .agents/skills/project-stage-detect && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "project-stage-detect" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/project-stage-detect into .agents/skills/project-stage-detect/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "project-stage-detect", 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 project-stage-detect -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios project-stage-detect --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/project-stage-detect .cursor/skills/project-stage-detect && 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 "project-stage-detect" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/project-stage-detect into .cursor/skills/project-stage-detect/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "project-stage-detect", 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/project-stage-detect--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 project-stage-detect -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios project-stage-detect --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/project-stage-detect .gemini/skills/project-stage-detect && 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 "project-stage-detect" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/project-stage-detect into .gemini/skills/project-stage-detect/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "project-stage-detect", 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 project-stage-detectInstalls 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 project-stage-detect -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/project-stage-detect .github/skills/project-stage-detect && 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 "project-stage-detect" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/project-stage-detect into .github/skills/project-stage-detect/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "project-stage-detect", 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 project-stage-detect -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 project-stage-detect --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/project-stage-detect .opencode/skills/project-stage-detect && 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 "project-stage-detect" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/project-stage-detect into .opencode/skills/project-stage-detect/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "project-stage-detect", 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.
project-stage-detectScans a game project to detect its development stage, check artifacts for gaps and recommend next steps, with gap rules that depend on the workflow tier.
This skill answers where a project stands. It first runs the deterministic `.claude/scripts/artifact-check.sh`, which reports each catalogued artifact as present, absent, short, a pattern miss or unchecked, so the agent does not hand-glob folders. It then works out the current development stage, lists gaps and recommends next steps.
The workflow tier decides what counts as a gap: at the full tier every missing document is one, while at minimal none are, because a brief plus an engine is a normal state. The skill therefore resolves the tier through the config helper instead of assuming it. It is aimed at taking over an existing project, onboarding to a codebase and checking what is missing before a milestone.
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:
ReadGlobGrepWriteBash(bash "*/.claude/skills/project-stage-detect/../../hooks/yaml-helper.sh" resolve_config *)Bash(bash .claude/scripts/artifact-check.sh)Bash(bash ".claude/scripts/artifact-check.sh")Bash(bash ./.claude/scripts/artifact-check.sh)Bash(bash .claude/scripts/artifact-check.sh *)Bash(bash ".claude/scripts/artifact-check.sh" *)…and 1 more on the same allowed-tools line.
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.
Project Stage Detection loads about 3.2k tokens when it runs. Until then it costs about 31 tokens; SKILL.md has 1,445 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). 1,445 words, ~3,222 tokens.
.claude/skills/project-stage-detect/SKILL.md (or your agent's skills folder).This skill scans your project to determine its current development stage, completeness of artifacts, and gaps that need attention. It's especially useful when:
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys workflow,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.
Resolve the tier — do not assume it. Saying "surface gaps per the resolved workflow tier" without resolving it — no bootstrap, no helper call — leaves the tier as whatever the model assumed. The tier decides what counts as a gap at all: at
fullevery missing doc is one; atminimalnone of them are, because a brief plus an engine is the normal state and code is the expected next step. Guessing high tells a jam project it is missing GDDs, an art bible and ADRs — the exact "process feels mismatched to my project" experiencemodes.rigorexists to prevent. A missing bootstrap is invisible to a static read — the config block simply does not render — so verify it by running.
workflow (per .claude/docs/workflow-modes.md). The tier governs
which absent documents count as gaps (step 3) — below full, optional docs are
not flagged.
Start with the deterministic pass — it answers "what exists" for every catalogued artifact in one call:
Bash: bash .claude/scripts/artifact-check.shRun it exactly as written — from the project root, relative path, no
arguments, no cd, no 2>&1. This skill's permission grant matches that form;
any other asks the user to approve it.
With no --phase it reports every phase, so a single call covers the whole
project: per step, PRESENT / ABSENT / SHORT (with count= and min=) /
PATTERN_MISS / NO_CHECK. Use it instead of hand-globbing each artifact
below, and treat its NO_CHECK total as the honest bound on what existence
checks can tell you.
It reports observations only — this skill still decides what stage those observations imply, and the tier still governs which absences are gaps at all (see the workflow-tier note below).
Then analyze what the script cannot: content quality, counts it does not track, and the judgement calls.
Design Documentation (design/):
design/gdd/*.mddesign/game-brief.md at minimal), game-pillars.md, systems-index.mddesign/narrative/design/levels/Source Code (the code root — src/ Godot, Assets/ Unity, Source/ Unreal; resolve per .claude/docs/code-root-resolution.md):
NOT ASSESSED — code root unresolved, never zero source files — zero files
reads as a greenfield project, and the source-file rows of the stage table
cannot be decided without the countProduction Artifacts (production/):
workflow: minimal there are no sprints:
read the story files' progress through the brief's build order instead, and
never report a missing sprint plan, milestone or roadmap as a gapPrototypes (prototypes/):
Architecture Docs (docs/architecture/):
Tests (tests/):
Based on scanned artifacts, determine stage. Check project.stage in project.yaml first (if present); else production/stage.txt (legacy fallback) — either is an explicit override from /gate-check. Otherwise, auto-detect using these heuristics (check from most-advanced backward):
Always run the heuristics, even when a stage is configured — then COMPARE. The configured value is authoritative for what the stage is; it is not evidence that the artifacts support it. Report both, and when they disagree say so explicitly:
"Configured stage: Release. Observed artifacts indicate Pre-Production (2 source files, 0 ADRs, no architecture doc, no epics). These disagree — the configured stage may be stale, or work exists outside this repo."
Reading config and reporting it back is not detection. This skill's own description promises "analyze project state, detect stage", and a stage detector that cannot contradict its input is the one thing it must never be — it would report
Releasefor a project whose artifacts match its own Pre-Production row, four stages below, and say nothing.A disagreement makes Stage Confidence CONCERNS (step 4) — ambiguous signals by definition — however complete the artifacts are. One exception: at
workflow: minimalnothing runs/gate-check, so the configured stage stays where/startset it. There, report the observed stage and say the configured one is not advanced at this tier; that lag is expected, not a disagreement.
| Stage | Indicators |
|---|---|
| Concept | No game concept doc, brainstorming phase |
| Systems Design | Game concept exists, systems index missing or incomplete |
| Technical Setup | Systems index exists, engine not configured |
| Pre-Production | Engine configured, code root has <10 source files |
| Production | code root has 10+ source files, active development |
| Polish | Explicit only (set by /gate-check Production → Polish gate) |
| Release | Explicit only (set by /gate-check Polish → Release gate) |
Surface gaps per the resolved workflow tier:
full — flag every missing doc type (GDDs, art bible, UX specs, ADRs) as a gap.standard — flag only required docs: missing GDDs for built systems and
missing critical (Foundation-layer) ADRs. Do NOT flag an absent art bible unless
visual-asset stories exist, and do NOT flag non-core UX specs.minimal — a design/game-brief.md + engine present is the normal state. Do NOT flag
absent GDDs, art bible, UX specs, ADRs, epics or sprint plans as gaps: the brief's build
order is the plan, and the expected next step is code.DO NOT just list missing files. Instead, ask clarifying questions (only for gaps the tier above says to surface):
<code root>/gameplay/combat/) but no design/gdd/combat-system.md. Was this prototyped first, or should we reverse-document?"standard/full only) "I see [N] systems under <code root>/ but no ADRs in docs/architecture/. Were those decisions recorded somewhere else, or should we write the critical ones with /architecture-decision?"standard/full only) "No sprint plans in production/. Are you tracking work elsewhere (Jira, Trello, etc.)?"/map-systems?"Use template: .claude/docs/templates/project-stage-report.md
Report structure:
# Project Stage Analysis
**Date**: [date]
**Stage**: [Concept/Systems Design/Technical Setup/Pre-Production/Production/Polish/Release]
**Stage Confidence**: [PASS — clearly detected / CONCERNS — ambiguous signals / NOT ASSESSED — a check the stage depends on did not run / FAIL — critical gaps block progress]
## Completeness Overview
- Design: [X%] ([N] docs, [gaps])
- Code: [X%] ([N] files, [systems])
- Architecture: [X%] ([N] ADRs, [gaps])
- Production: [X%] ([status] — at `minimal`: stories complete in the brief's build order, never "no sprint plan")
- Tests: [X%] ([coverage estimate])
## Gaps Identified
1. [Gap description + clarifying question]
2. [Gap description + clarifying question]
## Recommended Next Steps
[Priority-ordered list based on stage and role]Stage Confidence — first match wins: FAIL if critical gaps block progress; else CONCERNS if the signals that were gathered are ambiguous — they fit more than one stage, or the configured and observed stages disagree (step 2); else NOT ASSESSED if a check the stage depends on did not run — name it (an unresolved code root, two candidate roots included, leaves the source-file count, and so the table's Production row, undecided); else PASS. NOT ASSESSED outranks PASS — a stage nobody could check is not a clearly detected one — and ranks below CONCERNS and FAIL, so a known problem is never buried behind it.
If user provided a role argument (e.g., /project-stage-detect programmer):
Programmer:
Designer:
Producer:
General (no role):
Collaborative protocol:
I've analyzed your project. Here's what I found:
[Show summary]
Gaps identified:
1. [Gap 1 + question]
2. [Gap 2 + question]
Recommended next steps:
- [Priority 1]
- [Priority 2]
- [Priority 3]
May I write the full stage analysis to production/project-stage-report.md?Wait for user approval before creating the file.
# General project analysis
/project-stage-detect
# Programmer-focused analysis
/project-stage-detect programmer
# Designer-focused analysis
/project-stage-detect designerAfter generating the report, suggest relevant next steps — only for gaps the
resolved workflow tier surfaces (step 3). At standard/minimal, do not
suggest authoring optional docs (e.g. don't suggest /reverse-document for an
absent GDD at minimal, where code is the expected next step):
/map-systems to decompose into systems/reverse-document design <code root>/[system]/architecture-decision or /reverse-document architecture/reverse-document concept prototypes/[name]/sprint-plan (not at rigor: minimal, where the brief's build order is the plan)/milestone-reviewThis skill follows the collaborative design principle:
Never silently write files. Always show findings and ask before creating artifacts.
© 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/project-stage-detect of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Project Stage Detection 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 |
|---|---|---|---|---|---|---|
| Project Stage Detection this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~3.2k | Automated safety check: Pass | MIT | |
| CLI Anything GodotHKUDS/CLI-Anything | 52k | — | ~635 | Automated safety check: Pass | Apache-2.0 | |
| CLI Anything SboxHKUDS/CLI-Anything | 52k | — | ~3.3k | Automated safety check: Pass | Apache-2.0 | |
| CCPM Project Managementautomazeio/ccpm | 8.4k | — | ~1.1k | Automated safety check: Pass | MIT | |
| LoopX PR Program Managerloopx-project/loopx | 6.2k | — | ~1.9k | Automated safety check: Pass | Apache-2.0 | |
| Uvastral-sh/claude-code-plugins | 313 | 2 repos | ~980 | Automated safety check: Pass | Apache-2.0 |
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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.
Scans a game project to detect its development stage, check artifacts for gaps and recommend next steps, with gap rules that depend on the workflow tier. This skill answers where a project stands.sh`, which reports each catalogued artifact as present, absent, short, a pattern miss or unchecked, so the agent does not hand-glob folders.
Project Stage Detection fits situations like: taking over an existing game project and needing to know how far along it is; checking which documents and artifacts are missing before a milestone; onboarding to a codebase and getting a gap list with next steps.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill project-stage-detect -a claude-code`. Or copy the skill folder (.claude/skills/project-stage-detect in Donchitos/Claude-Code-Game-Studios) into .claude/skills/project-stage-detect in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill project-stage-detect -a codex`. Or copy the skill folder (.claude/skills/project-stage-detect in Donchitos/Claude-Code-Game-Studios) into .agents/skills/project-stage-detect 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 project-stage-detect -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/project-stage-detect, .gemini/skills/project-stage-detect, .github/skills/project-stage-detect and .opencode/skills/project-stage-detect in your project.
Going by SKILL.md and its folder, Project Stage Detection needs the command-line tools its instructions call (bash). Our summary lists: A project with the `.claude/scripts/artifact-check.sh` script from Claude Code Game Studios. Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/project-stage-detect/../../hooks/yaml-helper.sh" resolve_config *), Bash(bash .claude/scripts/artifact-check.sh), Bash(bash ".claude/scripts/artifact-check.sh"), Bash(bash ./.claude/scripts/artifact-check.sh), Bash(bash .claude/scripts/artifact-check.sh *), Bash(bash ".claude/scripts/artifact-check.sh" *), Bash(bash ./.claude/scripts/artifact-check.sh *).
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.
Project Stage Detection is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.2k tokens (SKILL.md is roughly 13k 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 Project Stage Detection: CLI Anything Godot (HKUDS/CLI-Anything, 52k stars), CLI Anything Sbox (HKUDS/CLI-Anything, 52k stars), CCPM Project Management (automazeio/ccpm, 8.4k stars) and LoopX PR Program Manager (loopx-project/loopx, 6.2k 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.