
Code Review
Run a structured architectural and quality review on game source files with ADR, engine specialist, and project standard checks.
Install
npx skills add https://github.com/donchitos/claude-code-game-studios --skill code-reviewWhat is this skill?
- Four-phase workflow: load targets and CLAUDE.md, pull engine specialists from technical-preferences, ADR compliance, the
- Checks coding standards, architectural patterns, SOLID, testability, and performance on specified files or directories.
- Optional story-file argument links implementation to governing ADR references in header comments.
- Routes shader, UI, and language reviews to configured Primary, Shader, UI, and language specialists when engine is pinne
- User-invocable with Read, Glob, Grep, Bash, Task, and AskUserQuestion for agent-led review sessions.
Adoption & trust: 1 installs on skills.sh; 21.2k GitHub stars; 3/3 security scanners passed (skills.sh audits); trending (+100% hot-view momentum).
Recommended Skills
Journey fit
Formal code review gates quality before release, making Ship the canonical shelf even though reviews also help during active Build. The skill is explicitly a review pass—standards, SOLID, testability, and ADR compliance—not feature implementation.
Common Questions / FAQ
Is Code Review safe to install?
skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.
SKILL.md
READMESKILL.md - Code Review
## 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 **Argument:** `/code-review [file(s)]` may optionally include a story file path as the last argument (e.g., `/code-review src/combat/attack.gd production/epics/combat/story-001.md`). If a story path is provided, read it to extract the governing ADR reference. Search for ADR references in, in priority order: 1. The story file (if provided as argument) 2. Header comments at the top of the implementation files 3. Commit messages referencing these files (`git log --oneline -- [file]`) Look for patterns like `ADR-NNN` or `docs/architecture/ADR-`. If no ADR references found, note: "No ADR references found — ADR compliance check skipped. For full ADR compliance review, provide the story path: `/code-review [files] [story-path]`." 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 - Sha