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    Game Squad Orchestrator

    1

    Keep game work coherent across specialties with focused slices, dependency-aware handoffs and clear next actions from concept through review.

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    Game Squad Orchestrator

    Game Squad Orchestrator

    Example session with this skill installed

    Coordinate a first playable slice of our offline 2D salvage game. Confirmed direction: choosing what to carry should create readable risk, not random punishment. R-1: carrying two relics prevents dashing; R-2: damage drops the most recently collected relic at the player's position; R-3: restarting restores the room's initial contents. Scope is one room, keyboard input, one enemy, placeholder art and no narrative. We have a room sketch and an unversioned rules note, but no implementation, engine decision, assets or tests. This host cannot delegate or run a game. Deliver a concrete work map and handoff, preserving the rules rather than inventing cooldown or damage timings.

    • Read your context and instructions
    • Compiled the game squad orchestrator

    Illustrative preview: this representative editorial result is not a recorded runtime session.

    The planning artifact is complete. The playable slice remains unstarted; no agents were assigned and no build was run. The next material decisions are damage timing and movement behavior needed for implementation, while the room and feedback contracts can proceed at an engine-neutral level.

    Envelope
    task_id: SALVAGE-SLICE-01
    artifact_id: SALVAGE-WORK-MAP / version: 1
    status: COMPLETE_LOCAL for this planning artifact
    producer: Game Squad Orchestrator, one shared context
    recipient: actual game decision owner and future implementation contributors
    objective: coordinate one coherent room testing readable carrying risk
    scope: offline 2D, keyboard, one room/enemy, placeholders; narrative excluded
    inputs_and_sources: supplied direction, R-1–3, room sketch and unversioned note
    confirmed_decisions: direction, scope and R-1–3 supplied by the user
    recommendations_and_pending: engine/version, movement/damage contract and actual tools
    criteria: preserve R-1–3; use locally proposed AC-S1–S3 below
    next_action: decision owner settles movement/damage semantics; independent specification work may continue

    Proposed work map — responsibilities, not invoked agents
    S1 / rules and events: game-design responsibility defines successful collection order, dash eligibility, damage event meaning and restart ordering. Preserve two-relic dash prevention and last-collected drop. Receiver: architecture/development/QA. Material gap: dash distance/timing and damage/lifecycle behavior are unknown. State: NEEDS_DECISION.
    S2 / room contract: level-design responsibility specifies placement relationships, safe pickup/drop locations, collision constraints and paths exposing carrying choices. Receiver: developer. It can prepare topology from the sketch; distance-dependent metrics wait for S1. State: DRAFT.
    S3 / feedback: player-experience responsibility specifies relic order/count and dash-unavailable feedback, including state, failure and keyboard behavior. Placeholder art may proceed; audio is optional to the present proof question and must not become an undeclared scope dependency. State: DRAFT.
    S4 / implementation: developer implements only the confirmed contracts in the selected engine. Deliver source/data/asset/settings identities, changed scope and self-checks; freeze a candidate before QA. Dependencies: S1, engine decision and sufficiently closed S2/S3. State: not started.
    S5 / proof and review: QA records functional observations on that frozen candidate; a separate reviewer judges where distinct contexts are available. No such contexts are available here. State: NEEDS_EVIDENCE.

    Prepared criteria — proposed refinements, not new gameplay rules
    AC-S1: dash eligibility reflects the count before the attempted dash; exactly two carried relics prevents it.
    AC-S2: damage drops the last accepted relic at the player position supplied by the authoritative event, preserving the remaining order.
    AC-S3: restart restores initial room contents and reconciles carried/dropped state under a confirmed restart sequence.
    Carry these IDs and R-1–3 through specifications and proof. Do not use a cooldown guess to close S1.

    Experience track: the intended risk is a hypothesis. A future bounded player task asks participants to explain a carrying choice and its consequence without coaching. Functional checks cannot establish that understanding; no participant observation exists yet.

    Candidate/evidence index: no candidate, engine/version or immutable build identity; AC-S1–3 NOT_RUN. The completed work map establishes dependencies and next actions, not a playable result. The decision owner resolves S1; future development establishes a frozen candidate for actual proof and review.

    Connects securely to your tools. The creator never sees your data.

    About this skill

    Keep the game intact between one handoff and the next.

    Game Squad Orchestrator helps you coordinate work that crosses design, art, audio, engineering and QA. It turns a tangled request into focused slices, useful dependencies and handoffs that carry the game's confirmed direction forward.

    The method chooses the responsibilities the current task actually needs. It keeps a gameplay rule connected to its implementation and checks, makes cross-discipline ownership explicit and routes rework to the cause. A production bottleneck, an unclear mechanic and an input defect call for different next actions.

    Your work map can contain

    • Bounded slices with objectives, dependencies, owners and usable deliverables.
    • Handoffs preserving rule meaning, asset behavior and acceptance criteria.
    • A closeout showing the current result, unresolved decisions and who acts next.

    For example, coordinate a first playable room where carrying items limits movement and damage drops the latest pickup. The specialist can arrange the rules, room, feedback, implementation and checks without inventing new mechanics or forcing narrative into the scope.

    Provide the game objective, settled decisions, current artifacts and available people or assistant capabilities. This purchase includes the complete coordination method and reference, rather than the full set of Game Squad specialists. It works as a planning partner on its own; actual delegation, project changes and engine execution depend on the tools and contributors you already have. You supply AI access.

    How to use

    Skills on Agensi run inside your AI agent. Copy the prompt, paste it into your agent, and it connects to Agensi and installs this skill for you. If a payment is needed, your agent shows it to you first.

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