game-refactor

Identifies and applies cross-feature Godot/GDScript refactor opportunities from feature.json-defined pipelines.

Updated Jan 1, 2026
One-click install
npx skills add https://github.com/AirMile/claude-config --skill game-refactor
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-refactor
Source: https://github.com/AirMile/claude-config/tree/main/skills/game-refactor
Command: npx skills add https://github.com/AirMile/claude-config --skill game-refactor

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Batch refactor code quality for Godot projects after testing with parallel analysis and GDScript-aware patterns. Use with /game-refactor after /game-verify.

Core Features & Use Cases

  • Batch parallel analysis of feature pipelines to identify refactor opportunities across Godot/GDScript code.
  • Centralized plan generation with per-feature diffs, rollback capabilities, and a single approval workflow.
  • Enforced scope: only files listed in feature.json (pipeline files) may be modified; unrelated files remain untouched.

Quick Start

Start the batch refactor by invoking /game-refactor after a successful /game-verify to begin the unified refactor workflow.

Frequently Asked Questions about game-refactor

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I batch refactor GDScript code quality across multiple Godot features?

To batch refactor GDScript code quality, run /game-refactor after /game-verify to analyze feature.json-defined pipelines in parallel and generate a unified plan with per-feature changes and rollback options.

What is the best way to identify cross-feature refactor opportunities in a Godot project?

Identifying cross-feature refactor opportunities in a Godot project involves parallel analysis of feature pipelines, prioritizing high-impact issues like security, memory, and performance to consolidate findings into a single approval workflow.

Can I restrict GDScript refactoring to only modify pipeline files defined in feature.json?

Yes, you can restrict GDScript refactoring to only pipeline files by enforcing strict boundaries that modify only files listed in feature.json, ensuring unrelated files remain completely untouched during the batch process.

Do I need to run game-verify before starting a batch Godot code refactoring workflow?

Yes, you need to run /game-verify before starting the batch Godot code refactoring workflow, as /game-refactor is designed to process feature pipelines only after a successful verification phase.

How does the unified Godot refactor plan handle rollback and traceability for multiple features?

The unified Godot refactor plan handles rollback and traceability by producing per-feature diffs and recording results in .project/session and feature.json.refactor metadata, ensuring every change is tracked and reversible.

What high-impact code quality issues are prioritized during Godot pipeline refactoring?

High-impact code quality issues prioritized during Godot pipeline refactoring include security vulnerabilities, memory leaks, and performance bottlenecks, which are addressed before generating the unified plan across all queued features.