The control plane for game-dev agents — close the loop with verified compile, test, and cross-model review across Unity, Godot, Unreal, and S&box. Lifecycle-aware /qq:go routing, 26 /qq:* slash commands. Claude Code-first, agent-agnostic via HTTP and MCP.
The control plane for game-dev agents — close the loop with verified compile, test, and cross-model review across Unity, Godot, Unreal, and S&box. Lifecycle-aware /qq:go routing, structured runtime state in .qq/, 26 /qq: slash commands. Claude Code-first, agent-agnostic via HTTP and MCP.
Runs after a tool call finishes for Write, Edit, Bash and Agent tool calls, executing auto-compile.sh, skill-modified-track.sh and review-gate.sh (4 commands). From tykisgod/quick-question.
Runs when the agent finishes a response, executing check-skill-review.sh, review-gate.sh, auto-pipeline-stop.sh and session-cleanup.sh (4 commands). From tykisgod/quick-question.
Runs when a session starts on compact, executing auto-sync.sh, execute-resume-hint.sh and auto-pipeline-resume-hint.sh (3 commands). From tykisgod/quick-question.
Decompose a high-level game vision (pillars + rules + references) into executable epics, then orchestrate the full qq pipeline for each. Use when starting a new project, bootstrapping a prototype from a pitch, or breaking a large initiative into parallel workstreams.
Deep code review via Claude subagent — reviews uncommitted changes by default, loops until no critical issues remain. Use after /qq:test passes, before /qq:commit-push.
Send a design document to a Claude subagent for review, then revise the document based on findings. Automatically loops until no critical issues remain or 5 rounds are complete.
Cross-model code review via Codex CLI — reviews uncommitted changes by default, loops until no critical issues remain. Use after /qq:test passes, before /qq:commit-push.
Send a design document to Codex CLI for review, then revise the document based on the findings. Automatically loops until no critical issues remain or 5 rounds are completed.
Search for how other games solve a specific design problem — game loops, mechanics, systems, progression, economy. Returns a comparison of 2-4 reference games with what to borrow. Use when designing a new feature, exploring game mechanics, or looking for design inspiration before writing a design doc.
Write a game design document from a one-liner, rough draft, or feature discussion. Outputs a structured design doc ready for /qq:plan. Use when starting a new feature, fleshing out a game idea, or documenting a design before implementation.
Local on-demand doc-sync: detect doc↔code drift, draft the reconciling updates (anchors + prose), present them as a reviewable diff, and land only what the human approves. Goes beyond qq:doc-drift's report-only by closing the loop — but never auto-commits and never touches code.