/install game-quality-gates
Game Quality Gates
Mandatory quality standards for all game projects. Based on 70+ real bugs and industry best practices.
Core Principle
Bugs come from cross-state interactions, not individual features. Each feature works alone; they break in combination.
12 Universal Rules (all games)
1. Single Cleanup Entry Point 🔄
All exit paths (death/level-complete/quit/pause/scene-switch) call ONE cleanup method with options.
cleanupGameState(opts) {
// Fixed order: sub-objects → buffs+timers → UI → projectiles → (optional) enemies/controls/events
}
// Every exit: resetBall(), levelComplete(), gameOver(), onShutdown() → calls this
New feature = add one line here. Never scatter cleanup across exits.
2. Respect Active Buffs ⚡
Any code modifying attributes (speed/attack/size/defense) must check for active temporary effects first.
// ❌ speed = Math.max(speed, BASE_SPEED); // ignores slow buff
// ✅ speed = Math.max(speed, this._currentBaseSpeed); // buff-aware baseline
3. Cache Before Destroy 📦
Extract all needed data before destroy()/dispose()/remove().
const { x, y } = obj; const color = obj.getData('color');
obj.destroy();
spawnParticles(x, y, color);
4. Timers Follow Lifecycle ⏰
Track all setTimeout/setInterval/delayedCall/rAF. Cancel in cleanup.
this.activeTimers.push(this.time.delayedCall(10000, cb));
// In cleanup: this.activeTimers.forEach(t => t.remove(false));
5. Frame-Rate Independent Logic 🖥️
Multiply all time-dependent logic by delta. Never assume 60fps.
// ✅ player.x += speed * (delta / 1000);
- Phaser
update(time, delta): delta in ms, divide by 1000 - Three.js
clock.getDelta(): returns seconds - Physics: prefer fixed timestep (accumulate delta, step every 16.67ms)
6. Scene Transition = Full Cleanup 🚪
On scene/level switch, clean: event listeners, timers, rAF, audio nodes, object pools, WebGL resources (geometry/material/texture dispose), global state, pending fetch/XHR.
Verify: Chrome DevTools → Memory → heap snapshots before/after transition.
7. Audio Lifecycle 🔊
- iOS: AudioContext must
resume()inside a user interaction event visibilitychange→ pause all audio when hidden, resume when visible- WeChat WebView:
WeixinJSBridge.invoke('getNetworkType')before autoplay - Pool short sound effects; manage background music separately
8. Input Safety 👆
- Purchase/consume actions: mutex lock + visual disable
- Attack/fire: cooldown timer
- State toggles (pause/resume): state machine guard
- See Phaser reference for multi-touch pointer ID tracking
9. Save State Persistence 💾
- Include
versionfield for migration when game updates - Only persist meaningful state (not particles/temp animations)
- Auto-save on: level end, manual save,
visibilitychange(hidden) - localStorage limit 5MB; use IndexedDB for larger saves
- WeChat: use
wx.setStorage(not localStorage)
10. Network Fault Tolerance 🌐
All network calls (leaderboard/share/ads/sync): 5s timeout + local cache fallback + no blocking game flow on failure.
11. Asset Loading Strategy 📦
Three tiers: critical (startup, \x3C2s) → level assets (loading screen) → deferred (background lazy load). Fatal error only for critical failures; degrade gracefully for non-critical.
Compression: GLB+Draco, WebP images, MP3+OGG dual audio, sprite atlases.
12. Anti-Cheat Baseline 🛡️
Client is untrusted. Server validates:
- One-time raid tokens (bind user+timestamp, single use)
- Play duration sanity check (can't finish 30 levels in 3 seconds)
- Score range validation
- See
references/anti-cheat.mdfor implementation patterns
Engine-Specific Rules
For Phaser-specific rules (pointer ID tracking, physics group cleanup, OVERLAP_BIAS, time vs physics pause):
→ Read references/phaser.md
For Three.js-specific rules (dispose trio, GLB compression pipeline, animation state machine, prune pitfalls):
→ Read references/threejs.md
Pre-Deploy Checklist
Run this checklist before every deployment:
🔴 Universal (all games)
- New objects cleaned in
cleanupGameState()? - New timers cancelled in cleanup?
- Attribute changes respect active buffs?
- Data cached before destroy?
- Movement/animation uses delta time?
- No memory leaks across scene transitions? (DevTools verify)
- Audio pauses on background/lock?
- Purchase/consume has duplicate-click prevention?
- Save has version number + migration?
- Network calls have timeout + fallback?
- Asset load failure has graceful degradation?
- Critical operations (spend/settle) server-validated?
🟡 Mobile Extra
- Multi-touch: each finger tracked independently?
- iOS AudioContext resumed after first interaction?
- WeChat WebView compatible (no advanced CSS like backdrop-filter)?
- Virtual joystick/buttons don't overlap game area?
- Orientation change handled?
🔵 Engine-specific
→ See references/phaser.md or references/threejs.md for engine checklists.
- Make sure OpenClaw is installed (local or Docker)
- Run the install command in chat:
/install game-quality-gates - After installation, invoke the skill by name or use
/game-quality-gates - Provide required inputs per the skill's parameter spec and get structured output
What is Game Quality Gates?
Game development quality gates and mandatory checks. Activate when building, reviewing, debugging, or deploying any game project (H5/Canvas/WebGL/Phaser/Thre... It is an AI Agent Skill for Claude Code / OpenClaw, with 383 downloads so far.
How do I install Game Quality Gates?
Run "/install game-quality-gates" in the OpenClaw or Claude Code chat to install it in one step — no extra setup required.
Is Game Quality Gates free?
Yes, Game Quality Gates is completely free (open-source). You can download, install and use it at no cost.
Which platforms does Game Quality Gates support?
Game Quality Gates is cross-platform and runs anywhere OpenClaw / Claude Code is available (cross-platform).
Who created Game Quality Gates?
It is built and maintained by abczsl520 (@abczsl520); the current version is v1.1.0.