Mmcp.market

launch-checklist skill

by Donchitos·Donchitos/Claude-Code-Game-Studios·25k stars·MIT

Launch readiness across every department: code, content, store, marketing, community, infrastructure, legal, go/no-go sign-offs.

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Install the launch-checklist skill

A skill is a folder. Copy it into your agent's skills folder and the agent loads it when the task matches its description.

git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git /tmp/Claude-Code-Game-Studios
mkdir -p ~/.claude/skills
cp -r /tmp/Claude-Code-Game-Studios/.claude/skills/launch-checklist ~/.claude/skills/launch-checklist
available in every project

In the Claude apps, zip the folder and upload it from the Skills settings. The folder on GitHub

The instructions your agent would load

SKILL.md as published, without the frontmatter. Read it on GitHub

!bash "${CLAUDESKILLDIR}/../../hooks/yaml-helper.sh" resolveconfig --keys rigor,project.stage,certtier,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; automationalwaysask 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:

scope; say so rather than listing them unchecked.

  • project.stage — items for phases this project has not reached are out of

weight this project has opted out of.

  • modes.rigor — at minimal, drop items whose only justification is process

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. 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; .claude/docs/effects-map.md holds the full requirement table and is the source, so read it rather than restating it.

  • platform.certtier — emit certification items only** for the tier the

jam game. Say the section was omitted and why; do not leave it blank.

  • none — emit no certification section at all. Internal release, alpha or

No console and no Steamworks items.

  • itch — itch.io upload requirements only: build size, page setup, age tags.

requirements, common content rules. No console certification items.

  • steam — Steamworks: store page, depot build, achievements, system

rules, controller-mapping rules, age-rating boards. The heaviest tier.

  • console — full platform certification (TRC / XR / Lotcheck), save-data

Branch on the certtier values above, not on platform names.** "Emit

console/mobile certification items only for the platforms the project targets"

is the wrong test: it treats an itch project and a steam project

identically, conflates none with unset, and keys on mobile, which is not a

cert_tier value 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.

Phase 1: Parse Arguments

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.

Phase 2: Gather Project Context

  • Read CLAUDE.md for tech stack, target platforms, and team structure
  • Read the latest milestone in production/milestones/
  • Read any existing release checklist in production/releases/
  • Read the content calendar in design/live-ops/content-calendar.md if it exists

Phase 3: Scan Codebase Health

**Every 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] hits or

NOT ASSESSED — [no src/ | no assets/ | directory empty]. Never a bare tick.

This is written once, over the whole phase, rather than under one of the

four bullets. All four search src/ the same way — for placeholder assets,

TODOs, debug output and hardcoded test values — so if only one carries the

warning, an empty or absent src/ returns zero

hits three times and read as three clean results. The original

instance shipped: with no assets/ directory the scan returned zero hits and

"All placeholder art replaced" was ticked green.

  • Count TODO, FIXME, HACK comments and their locations
  • Check for any console.log, print(), or debug output left in production code
  • Check for placeholder assets (search for placeholder, temp, WIP)
  • Check for hardcoded test/dev values (localhost, test credentials, debug flags)

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.

Phase 4: Generate the Launch Checklist

# 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 Readi

Phase 5: Save Checklist

Present the completed checklist and summary to the user (total items, blocking items count, conditional items count, departments with incomplete sections).

If not in dry-run mode, ask: "May I write this to production/releases/launch-checklist-[date].md?"

If yes, write the file, creating directories as needed.

Phase 6: Next Steps

  • Run /gate-check to get a formal PASS/CONCERNS/FAIL verdict before launch.
  • Coordinate sign-offs via /team-release.

More skills from Donchitos/Claude-Code-Game-Studios

  • AadoptBrownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance not existence.
  • Aarchitecture-decisionCreate an ADR documenting a technical decision: context, alternatives considered, consequences.
  • Aarchitecture-reviewTraceability matrix mapping GDD requirements to ADRs. Finds gaps, cross-ADR conflicts, engine compatibility. PASS/CONCERNS/NOT ASSESSED/FAIL.
  • Aart-bibleAuthor the Art Bible — visual identity gating asset production. Run before /map-systems.
  • Aasset-auditAudit assets against naming conventions, file size budgets, format standards. Finds orphaned assets, missing references.
  • Aasset-specPer-asset visual specs plus AI generation prompts from GDDs and character profiles. After the art bible.
  • Abalance-checkFind balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. 'Check game balance'.
  • AbrainstormGuided concept ideation using professional studio techniques, player psychology, creative exploration.
  • Abug-reportStructured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.
  • Abug-triageRe-evaluate open bugs — priority vs severity, assign to sprints, surface systemic trends. Run when the count grows.
  • AchangelogAuto-generate a changelog from git commits and sprint data. Internal and player-facing versions.
  • Acode-reviewArchitectural code review — coding standards, SOLID, testability, performance concerns.

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