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SKILL verified MIT Self-run

Game Code Review

skill-furkantokkan-agent-foundry-game-code-review · by furkantokkan

Use when reviewing game code or architecture, especially Unity C#, Firebase rules/functions, JavaScript/TypeScript tooling, gameplay systems, UI code, async code, dependency injection, tests, performance hot paths, and security-sensitive backend code.

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Install

$ agentstack add skill-furkantokkan-agent-foundry-game-code-review

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

Verified badge

Passed review? Show it. Paste this badge into your README, it links to the public security report.

AgentStack Verified badge Links to your public security report.
[![AgentStack Verified](https://agentstack.voostack.com/badges/verified.svg)](https://agentstack.voostack.com/security/report/skill-furkantokkan-agent-foundry-game-code-review)

Reliability & compatibility

✓ Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.

How agent discovery & health will work →
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About

Game Code Review

This workflow is read-only: do not edit code, tests, assets, packages, settings, reports, lifecycle state, or git state. Add unity-game-dev, firebase-game-backend, javascript-game-tools, or clean-oop-architecture as read-only domain context when relevant.

Phase 1 — Resolve scope and one review point

Read repository instructions, nearest path-scoped rules, the requested files/diff, mapped task acceptance and defect ledger, relevant ADRs/design docs, and affected tests. If no concrete scope is supplied, review the current user-provided changeset; do not silently expand to the entire repository.

Record one fixed review point: base revision, head/reviewed revision, dirty fingerprint, and exact paths. Findings and evidence claims apply only to that point; later changes make the review stale. When parallel read-only sub-agents materially help, give them disjoint review axes against the same fixed point and merge findings only after all return. Never let a review agent edit or review a moving diff.

For Unity code, verify Assets/**, Packages/**, ProjectSettings/**, asmdef, and EditMode/PlayMode boundaries as applicable. Existing ServiceLocator/Onity composition and repository naming are canonical unless a stricter local rule exists. Do not introduce a competing DI/reactive/event stack through review advice.

Phase 2 — Review four independent axes

A pass on one axis does not substitute for another:

  1. Contract/spec compliance — acceptance, preserved behavior, non-goals,

ownership, current defect IDs, and declared evidence.

  1. Project standards/architecture — repository rules, boundaries, naming,

dependency direction, API contracts, and security policy.

  1. Unity integration and runtime risk — serialization, lifecycle, async

cancellation, hot-path allocations, DI/package ownership, Editor/runtime seams, and serialized-asset single-writer containment.

  1. Verification and regression evidence — focused tests, original repro,

NUnit/build artifacts, revision freshness, negative cases, and required manual/real-scene/device/profiler checks.

Return findings first, ordered by severity. Prioritize concrete bugs, security, regressions, missing evidence, maintainability, and performance hot paths. For Firebase also check auth/App Check/rules/stable error codes/idempotency. For JavaScript/TypeScript check validation, secrets, external-data types, and observable failure-path tests.

Every actionable finding must cite an exact file and line when available, explain the concrete failure/risk, and state the smallest safe correction. Distinguish test source from executed NUnit XML; absence of execution evidence is not a passing test. Do not invent findings to fill a template.

Phase 3 — Verdict and lifecycle handoff

Use NEEDS CHANGES for blocking correctness/security/regression issues, CONCERNS for non-blocking risks, and APPROVED only when no actionable findings remain. If scope or context is missing, return BLOCKED.

The reviewer never applies a fix. Route concrete fixes to the owning implementer/bugfixer, then independent verification, and review the resulting fixed revision again.

When a finding belongs to a tracked task's acceptance, preserved behavior, or task-caused regression, hand off its task ID, atomic observation, repro, line evidence, and reviewed revision to $task-bug "". Do not file a second task or standalone QA bug. task-bug dispatches and task-cycle alone owns linked records, defect dedupe, and lifecycle state. Only a genuinely separate player-facing outcome uses NEW_TASK_REQUIRED.

Report findings, open questions, summary, commands/evidence actually inspected, and residual risk. If no finding exists, state that clearly without upgrading missing runtime evidence to a pass.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.