kami-cohesion-campaign

Audits and elevates game features for narrative, gameplay, and fun cohesion across sessions.

1|Updated Jun 29, 2026
One-click install
npx skills add https://github.com/Raynos/kami-kakushi --skill kami-cohesion-campaign-raynos
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: kami-cohesion-campaign
Source: https://github.com/Raynos/kami-kakushi/tree/main/.claude/skills/kami-cohesion-campaign
Command: npx skills add https://github.com/Raynos/kami-kakushi --skill kami-cohesion-campaign-raynos

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Incremental game projects accumulate shallow, checklist-style features that do not fit together into a cohesive whole. This Skill provides a decision-gated, multi-session campaign runbook that inventories every player-reachable element, scores it against game/story/fun purposes, and routes fixes through human-approved rulings instead of adding more features. ## Core Features & Use Cases - Five-phase runbook: orient against living design docs, inventory real content registries, score elements three-way (game/story/fun), file human-decision rulings, then elevate and measure promotion. - Registry enumeration commands: copy-paste shell commands that count surfaces, intents, quests, map nodes, cast, and rungs directly from the TypeScript content files. - Decision gating: retirement and fusion proposals are filed as bundled HD-items for human sign-off, never self-executed, with fenced wrong paths (no feature-adding, no balance-slider moves, no self-certified taste). - Use Case: When a game feels like a feature sponge rather than one coherent whole, run this campaign to produce a scored cohesion inventory report and a ranked list of incoherences for human review. ## Quick Start Ask the agent to run the cohesion campaign to inventory and score every shipped game element for game, story, and fun purpose.

Frequently Asked Questions about kami-cohesion-campaign

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

FAQPage Schema
How do I audit a game for feature cohesion?

Run the five-phase campaign: orient on the living design docs, enumerate every player-reachable element from the content registries, score each on game, story, and fun axes with evidence, then file ranked incoherences as human-decision items before elevating anything.

How does the three-way scoring rubric work?

Each element is scored PASS, WEAK, or FAIL on three axes: the game decision or loop it feeds, the story fiction that causes it, and which of the seven fun loops it serves. Any single FAIL makes the element an incoherence candidate; fail and weak counts only rank the queue.

Can the campaign remove or retire features on its own?

No. Retirement and fusion proposals are design intent and must be filed as bundled HD-items in the human decisions queue. The skill explicitly forbids self-executing removals, and Phase 4 work on ruled items waits until rulings return.

When should I not use the cohesion campaign skill?

Skip it for single-surface builds or restyles (use diverge plus taste-scorecard), single fiction units (narrative-diverge), map work (map-sheets), change-control questions, debugging or build issues, and fresh-eyes audits of one artifact.

How does the campaign resume across sessions?

State lives in artifacts, not context: the dated cohesion inventory report in project/audit/reports, the plan file's Status line, and open HR/HD queue items. Phase 0 re-derives registry counts and checks for existing reports before doing any new work.