bmad-method 6.0.0-Beta.3 → 6.0.0-Beta.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (51) hide show
  1. package/.claude/skills/draft-changelog/SKILL.md +7 -0
  2. package/.claude/skills/draft-changelog/prompts/instructions.md +58 -0
  3. package/.claude/skills/gh-triage/README.md +14 -0
  4. package/.claude/skills/gh-triage/SKILL.md +12 -0
  5. package/.claude/skills/gh-triage/prompts/agent-prompt.md +60 -0
  6. package/.claude/skills/gh-triage/prompts/instructions.md +74 -0
  7. package/.claude/skills/release-module/README.md +24 -0
  8. package/.claude/skills/release-module/SKILL.md +7 -0
  9. package/.claude/skills/release-module/prompts/instructions.md +57 -0
  10. package/.github/ISSUE_TEMPLATE/bug-report.yaml +124 -0
  11. package/.github/ISSUE_TEMPLATE/documentation.yaml +55 -0
  12. package/CHANGELOG.md +41 -0
  13. package/README.md +8 -7
  14. package/docs/bmgd/bmgd-logo.png +0 -0
  15. package/docs/bmgd/game-types.md +374 -0
  16. package/docs/bmgd/index.md +113 -0
  17. package/docs/bmgd/quick-flow-workflows.md +160 -0
  18. package/docs/bmgd/workflow.jpg +0 -0
  19. package/docs/tutorials/getting-started.md +40 -36
  20. package/package.json +4 -4
  21. package/src/bmm/agents/quick-flow-solo-dev.agent.yaml +2 -3
  22. package/src/bmm/agents/quinn.agent.yaml +1 -1
  23. package/src/bmm/agents/tech-writer/tech-writer.agent.yaml +3 -3
  24. package/src/bmm/module-help.csv +21 -15
  25. package/src/bmm/workflows/1-analysis/research/market-steps/step-01-init.md +1 -1
  26. package/src/bmm/workflows/2-plan-workflows/create-prd/steps-c/step-11-polish.md +1 -1
  27. package/src/bmm/workflows/2-plan-workflows/create-prd/steps-e/step-e-04-complete.md +1 -1
  28. package/src/bmm/workflows/2-plan-workflows/create-prd/validation-report-prd-workflow.md +3 -3
  29. package/src/bmm/workflows/generate-project-context/project-context-template.md +21 -0
  30. package/src/bmm/workflows/generate-project-context/steps/step-01-discover.md +184 -0
  31. package/src/bmm/workflows/generate-project-context/steps/step-02-generate.md +318 -0
  32. package/src/bmm/workflows/generate-project-context/steps/step-03-complete.md +278 -0
  33. package/src/bmm/workflows/generate-project-context/workflow.md +49 -0
  34. package/src/core/module-help.csv +8 -8
  35. package/src/core/tasks/workflow.xml +1 -1
  36. package/src/utility/agent-components/activation-steps.txt +1 -1
  37. package/tools/cli/installers/lib/core/manifest.js +1 -0
  38. package/tools/cli/installers/lib/ide/_config-driven.js +2 -0
  39. package/tools/cli/installers/lib/ide/codex.js +1 -0
  40. package/tools/cli/installers/lib/ide/shared/task-tool-command-generator.js +1 -0
  41. package/tools/cli/installers/lib/ide/templates/agent-command-template.md +1 -0
  42. package/tools/cli/installers/lib/ide/templates/combined/default-agent.md +1 -0
  43. package/tools/cli/installers/lib/ide/templates/combined/default-workflow-yaml.md +1 -0
  44. package/tools/cli/installers/lib/ide/templates/combined/default-workflow.md +1 -0
  45. package/tools/cli/installers/lib/ide/templates/workflow-command-template.md +1 -0
  46. package/tools/cli/installers/lib/ide/templates/workflow-commander.md +1 -0
  47. package/tools/cli/installers/lib/modules/manager.js +2 -2
  48. package/tools/cli/lib/activation-builder.js +5 -3
  49. package/tools/validate-agent-schema.js +1 -1
  50. package/src/bmm/workflows/1-analysis/research/market-steps/step-02-customer-insights.md +0 -200
  51. /package/.github/ISSUE_TEMPLATE/{feature_request.md → feature-request.md} +0 -0
@@ -0,0 +1,374 @@
1
+ ---
2
+ title: "Game Types Reference"
3
+ ---
4
+
5
+ BMGD supports 24 game type templates. Each adds genre-specific sections to your GDD.
6
+
7
+ ## Game Types
8
+
9
+ ### Action & Combat
10
+
11
+ #### Action Platformer
12
+
13
+ Side-scrolling or 3D platforming with combat mechanics.
14
+
15
+ **Examples:** Hollow Knight, Mega Man, Celeste
16
+
17
+ **GDD sections:**
18
+
19
+ - Movement systems (jumps, dashes, wall mechanics)
20
+ - Combat mechanics (melee/ranged, combos)
21
+ - Level design patterns
22
+ - Boss design
23
+
24
+ #### Shooter
25
+
26
+ Projectile combat with aiming mechanics.
27
+
28
+ **Examples:** Doom, Call of Duty, Splatoon
29
+
30
+ **GDD sections:**
31
+
32
+ - Weapon systems
33
+ - Aiming and accuracy
34
+ - Enemy AI patterns
35
+ - Level/arena design
36
+ - Multiplayer considerations
37
+
38
+ #### Fighting
39
+
40
+ 1v1 combat with combos and frame data.
41
+
42
+ **Examples:** Street Fighter, Tekken, Super Smash Bros.
43
+
44
+ **GDD sections:**
45
+
46
+ - Frame data systems
47
+ - Combo mechanics
48
+ - Character movesets
49
+ - Competitive balance
50
+ - Netcode requirements
51
+
52
+ ### Strategy & Tactics
53
+
54
+ #### Strategy
55
+
56
+ Resource management with tactical decisions.
57
+
58
+ **Examples:** StarCraft, Civilization, Europa Universalis
59
+
60
+ **GDD sections:**
61
+
62
+ - Resource systems
63
+ - Unit/building design
64
+ - AI opponent behavior
65
+ - Map/scenario design
66
+ - Victory conditions
67
+
68
+ #### Turn-Based Tactics
69
+
70
+ Grid-based movement with turn order.
71
+
72
+ **Examples:** XCOM, Fire Emblem, Into the Breach
73
+
74
+ **GDD sections:**
75
+
76
+ - Grid and movement systems
77
+ - Turn order mechanics
78
+ - Cover and positioning
79
+ - Unit progression
80
+ - Procedural mission generation
81
+
82
+ #### Tower Defense
83
+
84
+ Wave-based defense with tower placement.
85
+
86
+ **Examples:** Bloons TD, Kingdom Rush, Plants vs. Zombies
87
+
88
+ **GDD sections:**
89
+
90
+ - Tower types and upgrades
91
+ - Wave design and pacing
92
+ - Economy systems
93
+ - Map design patterns
94
+ - Meta-progression
95
+
96
+ ### RPG & Progression
97
+
98
+ #### RPG
99
+
100
+ Character progression with stats, inventory, and quests.
101
+
102
+ **Examples:** Final Fantasy, The Witcher, Baldur's Gate
103
+
104
+ **GDD sections:**
105
+
106
+ - Character stats and leveling
107
+ - Inventory and equipment
108
+ - Quest system design
109
+ - Combat system (action/turn-based)
110
+ - Skill trees and builds
111
+
112
+ #### Roguelike
113
+
114
+ Procedural generation with permadeath and run-based progression.
115
+
116
+ **Examples:** Hades, Dead Cells, Spelunky
117
+
118
+ **GDD sections:**
119
+
120
+ - Procedural generation rules
121
+ - Permadeath and persistence
122
+ - Run structure and pacing
123
+ - Item/ability synergies
124
+ - Meta-progression systems
125
+
126
+ #### Metroidvania
127
+
128
+ Interconnected world with ability gating.
129
+
130
+ **Examples:** Metroid, Castlevania: Symphony of the Night, Ori
131
+
132
+ **GDD sections:**
133
+
134
+ - World map connectivity
135
+ - Ability gating design
136
+ - Backtracking flow
137
+ - Secret and collectible placement
138
+ - Power-up progression
139
+
140
+ ### Narrative & Story
141
+
142
+ #### Adventure
143
+
144
+ Story-driven exploration with puzzle elements.
145
+
146
+ **Examples:** Monkey Island, Myst, Life is Strange
147
+
148
+ **GDD sections:**
149
+
150
+ - Puzzle design
151
+ - Narrative delivery
152
+ - Exploration mechanics
153
+ - Dialogue systems
154
+ - Story branching
155
+
156
+ #### Visual Novel
157
+
158
+ Narrative choices with branching story.
159
+
160
+ **Examples:** Doki Doki Literature Club, Phoenix Wright, Steins;Gate
161
+
162
+ **GDD sections:**
163
+
164
+ - Branching narrative structure
165
+ - Choice and consequence
166
+ - Character routes
167
+ - UI/presentation
168
+ - Save/load states
169
+
170
+ #### Text-Based
171
+
172
+ Text input/output games with parser or choice mechanics.
173
+
174
+ **Examples:** Zork, 80 Days, Dwarf Fortress (adventure mode)
175
+
176
+ **GDD sections:**
177
+
178
+ - Parser or choice systems
179
+ - World model
180
+ - Narrative structure
181
+ - Text presentation
182
+ - Save state management
183
+
184
+ ### Simulation & Management
185
+
186
+ #### Simulation
187
+
188
+ Realistic systems with management and building.
189
+
190
+ **Examples:** SimCity, RollerCoaster Tycoon, The Sims
191
+
192
+ **GDD sections:**
193
+
194
+ - Core simulation loops
195
+ - Economy modeling
196
+ - AI agents/citizens
197
+ - Building/construction
198
+ - Failure states
199
+
200
+ #### Sandbox
201
+
202
+ Creative freedom with building and minimal objectives.
203
+
204
+ **Examples:** Minecraft, Terraria, Garry's Mod
205
+
206
+ **GDD sections:**
207
+
208
+ - Creation tools
209
+ - Physics/interaction systems
210
+ - Persistence and saving
211
+ - Sharing/community features
212
+ - Optional objectives
213
+
214
+ ### Sports & Racing
215
+
216
+ #### Racing
217
+
218
+ Vehicle control with tracks and lap times.
219
+
220
+ **Examples:** Mario Kart, Forza, Need for Speed
221
+
222
+ **GDD sections:**
223
+
224
+ - Vehicle physics model
225
+ - Track design
226
+ - AI opponents
227
+ - Progression/career mode
228
+ - Multiplayer racing
229
+
230
+ #### Sports
231
+
232
+ Team-based or individual sports simulation.
233
+
234
+ **Examples:** FIFA, NBA 2K, Tony Hawk's Pro Skater
235
+
236
+ **GDD sections:**
237
+
238
+ - Sport-specific rules
239
+ - Player/team management
240
+ - AI opponent behavior
241
+ - Season/career modes
242
+ - Multiplayer modes
243
+
244
+ ### Multiplayer
245
+
246
+ #### MOBA
247
+
248
+ Multiplayer team battles with hero selection.
249
+
250
+ **Examples:** League of Legends, Dota 2, Smite
251
+
252
+ **GDD sections:**
253
+
254
+ - Hero/champion design
255
+ - Lane and map design
256
+ - Team composition
257
+ - Matchmaking
258
+ - Economy (gold/items)
259
+
260
+ #### Party Game
261
+
262
+ Local multiplayer with minigames.
263
+
264
+ **Examples:** Mario Party, Jackbox, Overcooked
265
+
266
+ **GDD sections:**
267
+
268
+ - Minigame design patterns
269
+ - Controller support
270
+ - Round/game structure
271
+ - Scoring systems
272
+ - Player count flexibility
273
+
274
+ ### Horror & Survival
275
+
276
+ #### Survival
277
+
278
+ Resource gathering with crafting and persistent threats.
279
+
280
+ **Examples:** Don't Starve, Subnautica, The Forest
281
+
282
+ **GDD sections:**
283
+
284
+ - Resource gathering
285
+ - Crafting systems
286
+ - Hunger/health/needs
287
+ - Threat systems
288
+ - Base building
289
+
290
+ #### Horror
291
+
292
+ Atmosphere and tension with limited resources.
293
+
294
+ **Examples:** Resident Evil, Silent Hill, Amnesia
295
+
296
+ **GDD sections:**
297
+
298
+ - Fear mechanics
299
+ - Resource scarcity
300
+ - Sound design
301
+ - Lighting and visibility
302
+ - Enemy/threat design
303
+
304
+ ### Casual & Progression
305
+
306
+ #### Puzzle
307
+
308
+ Logic-based challenges and problem-solving.
309
+
310
+ **Examples:** Tetris, Portal, The Witness
311
+
312
+ **GDD sections:**
313
+
314
+ - Puzzle mechanics
315
+ - Difficulty progression
316
+ - Hint systems
317
+ - Level structure
318
+ - Scoring/rating
319
+
320
+ #### Idle/Incremental
321
+
322
+ Passive progression with upgrades and automation.
323
+
324
+ **Examples:** Cookie Clicker, Adventure Capitalist, Clicker Heroes
325
+
326
+ **GDD sections:**
327
+
328
+ - Core loop design
329
+ - Prestige systems
330
+ - Automation unlocks
331
+ - Number scaling
332
+ - Offline progress
333
+
334
+ #### Card Game
335
+
336
+ Deck building with card mechanics.
337
+
338
+ **Examples:** Slay the Spire, Hearthstone, Magic: The Gathering Arena
339
+
340
+ **GDD sections:**
341
+
342
+ - Card design framework
343
+ - Deck building rules
344
+ - Mana/resource systems
345
+ - Rarity and collection
346
+ - Competitive balance
347
+
348
+ ### Rhythm
349
+
350
+ #### Rhythm
351
+
352
+ Music synchronization with timing-based gameplay.
353
+
354
+ **Examples:** Guitar Hero, Beat Saber, Crypt of the NecroDancer
355
+
356
+ **GDD sections:**
357
+
358
+ - Note/beat mapping
359
+ - Scoring systems
360
+ - Difficulty levels
361
+ - Music licensing
362
+ - Input methods
363
+
364
+ ## Hybrid Types
365
+
366
+ Multiple game types can be combined. GDD sections from all selected types are included.
367
+
368
+ | Hybrid | Components | Combined Sections |
369
+ |--------|------------|-------------------|
370
+ | Action RPG | Action Platformer + RPG | Movement, combat, stats, inventory |
371
+ | Survival Horror | Survival + Horror | Resources, crafting, atmosphere, fear |
372
+ | Roguelike Deckbuilder | Roguelike + Card Game | Run structure, procedural gen, cards |
373
+ | Tactical RPG | Turn-Based Tactics + RPG | Grid movement, stats, progression |
374
+ | Open World Survival | Sandbox + Survival | Building, crafting, exploration |
@@ -0,0 +1,113 @@
1
+ ---
2
+ title: "BMGD Quick Guide"
3
+ description: Quick reference for BMad Game Dev Studio
4
+ ---
5
+
6
+ ![BMGD Logo](bmgd-logo.png)
7
+
8
+ # BMGD Quick Guide
9
+
10
+ BMad Game Dev Studio (BMGD) extends BMM with game-specific capabilities. Developed by game industry veterans, it guides you through product research, technical design, narrative design, and a full epic-driven production cycle.
11
+
12
+ ## Under Construction
13
+
14
+ Documentation is under heavy construction catching up with the new beta release. We'll have complete documentation up as soon as possible. For now, please ask in the BMGD section of the Discord if you have any questions.
15
+
16
+ ![BMGD Workflow](workflow.jpg)
17
+
18
+ ## Quick Start
19
+
20
+ **Install → Game Brief → GDD → (Narrative) → Architecture → Build**
21
+
22
+ BMGD is an optional module installed via BMAD Method: `npx bmad-method install`
23
+
24
+ See [How-To Reference](#how-to-reference) for commands.
25
+
26
+ ## Development Phases
27
+
28
+ | Phase | Name | Key Activities |
29
+ |-------|------|----------------|
30
+ | 1 | **Preproduction** | Brainstorm Game, Game Brief, market research |
31
+ | 2 | **Design** | GDD creation, Narrative Design (for story-driven games) |
32
+ | 3 | **Technical** | Game Architecture (engine, systems, patterns) |
33
+ | 4 | **Production** | Sprint planning, story development, code review, testing |
34
+
35
+ ## BMGD Agents
36
+
37
+ | Agent | Purpose |
38
+ |-------|---------|
39
+ | Game Designer | Game mechanics, balance, player psychology |
40
+ | Game Developer | Implementation with engine-specific patterns |
41
+ | Game Architect | Engine selection, systems design, technical structure |
42
+ | Game Scrum Master | Sprint planning and epic management |
43
+ | Game QA | Playtesting, engine-specific testing, performance profiling |
44
+ | Game Solo Dev | Full-stack game development for solo projects |
45
+
46
+ ## Key Documents
47
+
48
+ | Document | Purpose |
49
+ |----------|---------|
50
+ | **Game Brief** | Vision, market positioning, fundamentals |
51
+ | **GDD** | Core loop, mechanics, progression, art/audio direction |
52
+ | **Narrative Design** | Story structure, characters, world-building, dialogue |
53
+ | **Architecture** | Engine, systems, patterns, project structure |
54
+
55
+ ## Game Type Templates
56
+
57
+ BMGD includes 24 game type templates that auto-configure GDD sections:
58
+
59
+ Action, Adventure, Puzzle, RPG, Strategy, Simulation, Sports, Racing, Fighting, Horror, Platformer, Shooter, and more.
60
+
61
+ Each template provides genre-specific GDD sections, mechanics patterns, testing considerations, and common pitfalls to avoid.
62
+
63
+ ## Explanation: BMGD vs BMM
64
+
65
+ ### When to Use Each
66
+
67
+ | Use BMGD for | Use BMM for |
68
+ |--------------|-------------|
69
+ | Video games | Web applications |
70
+ | Interactive experiences | APIs and services |
71
+ | Game prototyping | Mobile apps (non-game) |
72
+ | Game jams | General software projects |
73
+
74
+ ### Phase Mapping
75
+
76
+ | BMM Phase | BMGD Phase | Key Difference |
77
+ |-----------|------------|----------------|
78
+ | Analysis | Preproduction | Game concepts, Game Brief instead of Product Brief |
79
+ | Planning | Design | GDD instead of PRD; optional Narrative Design |
80
+ | Solutioning | Technical | Focus on engine selection, game-specific patterns |
81
+ | Implementation | Production | Game QA replaces TEA; engine-specific testing |
82
+
83
+ ### Document Differences
84
+
85
+ | BMM | BMGD | Notes |
86
+ |-----|------|-------|
87
+ | Product Brief | Game Brief | Captures vision, market, fundamentals |
88
+ | PRD | GDD | Includes mechanics, balance, player experience |
89
+ | N/A | Narrative Design | Story, characters, world (story-driven games) |
90
+ | Architecture | Architecture | BMGD version includes engine-specific patterns and considerations |
91
+
92
+ ### Testing Differences
93
+
94
+ **BMM (TEA):** Web-focused testing with Playwright, Cypress, API testing, E2E for web apps.
95
+
96
+ **BMGD (Game QA):** Engine-specific frameworks (Unity, Unreal, Godot), gameplay testing, performance profiling, playtest planning, balance validation.
97
+
98
+ ## How-To Reference
99
+
100
+ | I need to... | Action |
101
+ |--------------|--------------------------------------------------------------------------------------------------------|
102
+ | Install BMGD | Run `npx bmad-method install` and select BMGD during module installation |
103
+ | Start a new game | Run `/bmad-gds-brainstorm-game`, then `/bmad:gds:create-game-brief` |
104
+ | Design my game | Run `/bmad-gds-create-gdd`; add `/bmad:gds:narrative` if story-heavy |
105
+ | Plan architecture | Run `/bmad-gds-game-architecture` with Game Architect |
106
+ | Build my game | Use Phase 4 production workflows - Run `/bmad-help` to see what's next |
107
+ | Test an idea quickly | Use [Quick-Flow](quick-flow-workflows.md) for rapid prototyping |
108
+
109
+ ## Further Reading
110
+
111
+ - [Game Types Guide](game-types.md)
112
+ - [Quick-Flow Guide](quick-flow-workflows.md)
113
+
@@ -0,0 +1,160 @@
1
+ ---
2
+ title: "Quick Flow Workflows"
3
+ ---
4
+
5
+ How to create tech specs and execute implementations with Quick Flow.
6
+
7
+ ## Choosing a Workflow
8
+
9
+ | Situation | Workflow | Command |
10
+ |-----------|----------|---------|
11
+ | Need to document before implementing | Quick-Spec | `/bmad-gds-quick-spec` |
12
+ | Multiple approaches to evaluate | Quick-Spec | `/bmad-gds-quick-spec` |
13
+ | Have a completed tech-spec | Quick-Dev | `/bmad-gds-quick-dev path/to/spec.md` |
14
+ | Have clear, direct instructions | Quick-Dev | `/bmad-gds-quick-dev` |
15
+ | Building complete game system | Full GDS | `/bmad-gds-workflow-init` |
16
+ | Epic-level features | Full GDS | `/bmad-gds-workflow-init` |
17
+
18
+ ---
19
+
20
+ ## How to Create a Tech Spec (Quick-Spec)
21
+
22
+ ### Step 1: Start the workflow
23
+
24
+ ```bash
25
+ /bmad-gds-quick-spec
26
+ ```
27
+
28
+ ### Step 2: Describe your requirement
29
+
30
+ Provide your feature request. The agent scans the codebase and asks clarifying questions.
31
+
32
+ **Checkpoint options:**
33
+ - `[a]` Advanced Elicitation - explore requirements deeper
34
+ - `[c]` Continue to investigation
35
+ - `[p]` Party Mode - consult expert agents
36
+
37
+ ### Step 3: Review investigation findings
38
+
39
+ The agent analyzes the codebase for patterns, constraints, and similar implementations. Review the findings.
40
+
41
+ **Checkpoint options:**
42
+ - `[c]` Continue to spec generation
43
+ - `[p]` Party Mode - get technical review
44
+
45
+ ### Step 4: Review generated spec
46
+
47
+ The agent creates an ordered task list with file paths and acceptance criteria. Verify completeness.
48
+
49
+ **Checkpoint options:**
50
+ - `[c]` Continue to final review
51
+ - `[p]` Party Mode - technical review
52
+
53
+ ### Step 5: Finalize
54
+
55
+ Confirm the spec meets these standards:
56
+ - Every task has a file path and specific action
57
+ - Tasks ordered by dependency
58
+ - Acceptance criteria in Given/When/Then format
59
+ - No placeholders or TBD sections
60
+
61
+ **Options:**
62
+ - `[d]` Start Quick-Dev immediately
63
+ - `[done]` Save spec and exit
64
+
65
+ **Output:** `{planning_artifacts}/tech-spec-{slug}.md`
66
+
67
+ ---
68
+
69
+ ## How to Execute Implementation (Quick-Dev)
70
+
71
+ ### With a Tech-Spec
72
+
73
+ ```bash
74
+ /bmad-gds-quick-dev path/to/tech-spec-feature.md
75
+ ```
76
+
77
+ The agent:
78
+ 1. Captures baseline git commit
79
+ 2. Loads and validates the spec
80
+ 3. Executes tasks in order
81
+ 4. Runs self-check
82
+ 5. Performs adversarial review
83
+ 6. Resolves findings
84
+ 7. Validates against acceptance criteria
85
+
86
+ ### With Direct Instructions
87
+
88
+ ```bash
89
+ /bmad-gds-quick-dev
90
+ ```
91
+
92
+ Then describe what you want implemented:
93
+ 1. Captures baseline git commit
94
+ 2. Evaluates complexity (may suggest planning)
95
+ 3. Gathers context from codebase
96
+ 4. Executes implementation
97
+ 5. Runs self-check and adversarial review
98
+ 6. Resolves findings
99
+
100
+ **Escalation:** If the agent detects complexity (multiple components, system-level scope, uncertainty), it offers:
101
+ - `[t]` Create tech-spec first
102
+ - `[w]` Use full GDS workflow
103
+ - `[e]` Execute anyway
104
+
105
+ ---
106
+
107
+ ## Troubleshooting
108
+
109
+ ### Spec has placeholders or TBD sections
110
+
111
+ Return to investigation step. Complete missing research, inline all findings, re-run review.
112
+
113
+ ### Workflow lost context mid-step
114
+
115
+ Check frontmatter for `stepsCompleted`. Resume from last completed step.
116
+
117
+ ### Agent suggested planning but you want to execute
118
+
119
+ You can override with `[e]`, but document your assumptions. Escalation heuristics exist because planning saves time on complex tasks.
120
+
121
+ ### Tests failing after implementation
122
+
123
+ Return to the resolve-findings step. Review failures, fix issues, ensure test expectations are correct, re-run full suite.
124
+
125
+ ### Need help
126
+
127
+ ```bash
128
+ /bmad-help
129
+ ```
130
+
131
+ ---
132
+
133
+ ## Reference
134
+
135
+ ### File Locations
136
+
137
+ | File | Location |
138
+ |------|----------|
139
+ | Work in progress | `{implementation_artifacts}/tech-spec-wip.md` |
140
+ | Completed specs | `{planning_artifacts}/tech-spec-{slug}.md` |
141
+ | Archived specs | `{implementation_artifacts}/tech-spec-{slug}-archived-{date}.md` |
142
+ | Workflow files | `_bmad/gds/workflows/gds-quick-flow/` |
143
+
144
+ ### Validation Criteria
145
+
146
+ **Self-check (before adversarial review):**
147
+ - All tasks/instructions completed
148
+ - Tests written and passing
149
+ - Follows existing patterns
150
+ - No obvious bugs
151
+ - Acceptance criteria met
152
+ - Code is readable
153
+
154
+ **Adversarial review:**
155
+ - Correctness
156
+ - Security
157
+ - Performance
158
+ - Maintainability
159
+ - Test coverage
160
+ - Error handling
Binary file