game-design-review — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-design-review (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
A game design document is a living contract between your ambitions and your execution capacity. A bad GDD is not poorly formatted -- it is one that lets the team build confidently in the wrong direction for weeks before anyone notices. Hollow Knight's design doc worked because Team Cherry kept it tight, falsifiable, and obsessively focused on three pillars. Most GDDs fail because they describe a game without constraining it -- anything goes, so nothing works.
This is not a checklist review. A checklist confirms sections exist. This review confirms sections are good -- internally consistent, psychologically grounded, scope-honest, and specific enough to guide implementation decisions. Disco Elysium's systems-narrative integration did not happen by accident -- it happened because the design document specified exactly how every skill check connected to every dialogue branch. That level of specificity is what this review demands.
Use this workflow when:
Problems this solves:
orphaned in Section 3 might be justified by the progression system in Section 7. Read everything first, then analyze.
Critical. A vague art style reference is Minor. Assign severity explicitly so the designer knows where to spend time.
principles from docs/game-design-theory.md. "This violates Flow Theory because the difficulty spike at Stage 3 has no skill-building ramp" is stronger than "Stage 3 is too hard."
sections but contradictions between sections. A pillar that says "player freedom" and a level design section that describes linear corridors is a critical contradiction.
Step 1: Document Intake
Read the complete design document. Note the structure, length, and overall organization. Identify which of the 8 required GDD sections are present:
REQUIRED GDD SECTIONS
-------------------------------------------------
1. Game Overview (concept, genre, platform, audience)
2. Core Mechanics (player actions, systems, interactions)
3. Game Flow / Core Loop (30-sec to full-game timescales)
4. Level / World Design (spaces, progression through space)
5. Art Direction (visual style, references, asset requirements)
6. Audio Design (music, SFX, adaptive audio approach)
7. UI / UX Design (menus, HUD, accessibility considerations)
8. Technical Requirements (engine, platforms, performance targets)
OPTIONAL BUT VALUABLE
- Narrative Design (story, characters, dialogue systems)
- Monetization Model (if applicable)
- Multiplayer Design (if applicable)
- Accessibility Plan
- Competitive Analysis
-------------------------------------------------Step 2: Pillar Alignment Review
This is the most important dimension. If the game has defined design pillars, every mechanic and system must trace back to at least one pillar. If no pillars are defined, flag this as a Critical finding.
PILLAR ALIGNMENT MATRIX
-------------------------------------------------
Mechanic/System | Pillar 1 | Pillar 2 | Pillar 3 | Orphan?
-------------------------------------------------
[combat system] | Yes | -- | Yes | No
[crafting system] | -- | -- | -- | YES - flag
[dialogue choices] | Yes | Yes | -- | No
[inventory management] | -- | -- | -- | YES - flag
-------------------------------------------------
Orphan mechanics are red flags. They either:
a) Should be cut (they serve no pillar, so they dilute focus)
b) Reveal a missing pillar (add a pillar that justifies them)
c) Are described poorly (clarify how they connect to pillars)Step 3: MDA Consistency Review
Check whether the described mechanics actually deliver the target aesthetics. This requires understanding the MDA Framework as documented in docs/game-design-theory.md.
MDA CONSISTENCY CHECK
-------------------------------------------------
Target Aesthetic | Required Dynamics | Mechanics That Deliver | Gap?
-------------------------------------------------
Discovery | Exploration, revelation | Fog of war, hidden areas | OK
Challenge | Skill testing, escalation| [none described] | GAP
-------------------------------------------------
Common MDA misalignments:
- Target "Discovery" but linear level progression (no exploration mechanics)
- Target "Challenge" but no difficulty scaling or mastery curve
- Target "Expression" but no player-facing creative tools
- Target "Fellowship" but single-player-only designStep 4: Player Psychology Review
Evaluate through the lens of Self-Determination Theory and Flow Theory.
SDT Check -- Does the design support the three basic psychological needs?
SDT ASSESSMENT
-------------------------------------------------
Need | Evidence in Design | Threats in Design | Rating
-------------------------------------------------
Autonomy | [choices described] | [forced linearity] | [A/B/C/F]
Competence | [skill expression] | [unfair difficulty] | [A/B/C/F]
Relatedness | [social features] | [isolation by design] | [A/B/C/F]
-------------------------------------------------Flow Check -- Can the player maintain a flow state?
FLOW ASSESSMENT
-------------------------------------------------
Flow Element | Present? | Notes
-------------------------------------------------
Clear goals | Y/N | [does the player always know what to do next?]
Immediate feedback | Y/N | [does every action produce visible response?]
Challenge/skill balance | Y/N | [does difficulty scale with player growth?]
Sense of control | Y/N | [does the player feel agency?]
Loss of self-consciousness | Y/N | [can they forget they are playing?]
Time distortion | Y/N | [does the design support losing track of time?]
-------------------------------------------------Step 5: Internal Consistency Review
Look for contradictions between different sections of the document.
CONSISTENCY CROSS-CHECK
-------------------------------------------------
Check | Status | Finding
-------------------------------------------------
Pillars vs. mechanics | OK/CONFLICT | [detail]
Core loop vs. progression | OK/CONFLICT | [detail]
Art style vs. tone | OK/CONFLICT | [detail]
Difficulty curve vs. target audience | OK/CONFLICT | [detail]
Feature scope vs. team capacity | OK/CONFLICT | [detail]
Platform vs. control scheme | OK/CONFLICT | [detail]
-------------------------------------------------Step 6: Scope Feasibility Review
Can this game actually be built with the stated resources?
(pathfinding, procedural generation, multiplayer netcode, physics-based gameplay)
Step 7: Edge Case Coverage
What happens when players do unexpected things?
Step 8: Onboarding Assessment
Can a new player learn this game without external help?
Step 9: Competitive Differentiation
Is the unique hook actually unique? Hollow Knight's hook was not "metroidvania" -- that genre was already crowded. Its hook was the atmosphere: melancholy insect civilization, tight combat feel, and a world that rewarded patient exploration. The differentiation was experiential, not categorical.
The workflow produces a Design Review Report:
# Design Review Report
**Document:** [GDD title]
**Version:** [if specified]
**Reviewer:** GameForge Design Review
**Date:** [date]
## Executive Summary
[2-3 sentences: overall assessment, biggest strength, most critical issue]
## Section Completeness
| Section | Present | Completeness | Notes |
|---------|---------|-------------|-------|
| Game Overview | Y/N | [%] | |
| Core Mechanics | Y/N | [%] | |
| ... | | | |
## Findings
### Critical (must fix before implementation)
- **[CRIT-01]** [Title]: [Detailed finding with specific references to the document]
**Recommendation:** [specific suggested fix]
### Major (fix soon, will cause significant problems if ignored)
- **[MAJ-01]** [Title]: [Detailed finding]
**Recommendation:** [specific suggested fix]
### Minor (improve when convenient)
- **[MIN-01]** [Title]: [Detailed finding]
**Recommendation:** [specific suggested fix]
### Suggestions (not problems, but opportunities)
- **[SUG-01]** [Title]: [Idea for improvement]
## Pillar Alignment Matrix
[From Step 2]
## MDA Consistency Report
[From Step 3]
## Strengths
[What the document does well -- always include positives]
## Recommended Next Actions
1. [Priority action]
2. [Second action]
3. [Third action]
## Suggested Workflows
- [ ] [e.g., game-brainstorm to develop underdeveloped areas]
- [ ] [e.g., game-balance-check for tuning concerns]A successful design review meets all of these:
(a brilliant design can be poorly documented and vice versa)
Full 9-step review. Emphasize Critical findings that must be resolved before a single line of code is written.
Focus on Steps 3 (MDA consistency), 4 (player psychology), and 7 (edge cases). The playtest feedback points toward which dimensions to scrutinize hardest.
Focus on Step 6 (scope feasibility). Count systems, estimate content volume, compare against team capacity, and deliver an honest verdict.
Focus on Step 2 (pillar alignment). If crafting serves a pillar, it belongs. If it does not, it is scope creep wearing a feature-shaped disguise.
Full review with emphasis on Step 1 (section completeness) and Step 5 (internal consistency). Documents written quickly often have implicit assumptions that need to be made explicit and contradictions that need resolution.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.