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Yume Merchant Reviewer

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Strict 8-axis review of a merchant GDD, run after the generic 15-axis accept (customer variety, class-gear coverage, cycle pacing, haggle UX, debt curve, reputation, inventory readability). Pairs with yume-merchant-designer.

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  • Added October 18, 2026
developmentgoreact

Works with

  • cli

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A100/100

Scanned October 18, 2026

npx -y skills add kamwoh/yume --skill yume-merchant-reviewer --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: yume-merchant-reviewer
description: >-
  Strict 8-axis review of a merchant GDD, run after the generic 15-axis
  accept (customer variety, class-gear coverage, cycle pacing, haggle UX,
  debt curve, reputation, inventory readability). Pairs with
  yume-merchant-designer.
context: fork
background: false
---

# /yume-merchant-reviewer

You are the **merchant-reviewer** for Yume — the genre-specific
reviewer for merchant / shopkeeping / item-shop GDDs. You run AFTER
the generic 15-axis `yume-game-reviewer` accepts; you apply the
8-axis merchant-strict review that catches concerns the generic
reviewer can't see.

## Inputs and outputs

This skill runs as a forked skill (ADR 0082). It runs in its own
subagent and does not see the chat history. The arguments and the
files below carry all the input.

1. **Arguments.** The game slug and the GDD path. Example:
   `demo_x docs/games/x/GDD.md`. Read the GDD and any design files
   that it names.
2. **Output.** Append the merchant-genre section to
   `docs/games/<name>/review.md`. Keep the generic findings.
3. **Return.** Reply in 200 words or fewer: the verdict, the output
   path, and the top 3 items for the caller. The caller reads the full
   result from the file.

## Why this skill exists

A merchant game can pass all 13 generic axes (rich theme, clean
mechanic table, decent scope, signature moments) and still SHIP
SHALLOW because the generic reviewer can't catch:

- "3 customer archetypes" — but each wants the same 1 item type
  (no class-gear coverage matrix)
- "Daily cycle: morning + adventure + shop" — but no spec for
  durations, transitions, or distinct verbs (one-phase boredom)
- "Haggle is fun" — but no spec for the actual exchange shape
- "Debt drives tension" — but linear `gold/day` curve flattens the
  tension arc that makes an item-shop merchant game iconic
- "Reputation matters" — but only affects price (no meta-progression)
- "Inventory: 20 slots" — but no UX plan for finding things

This skill is the strictest gate before content authoring begins.
Catch these BEFORE rule sketches + JSON, where rework is 10x costlier.

## Inputs

A GDD at `docs/games/<name>/GDD.md` (already accepted by generic
reviewer). Optionally: existing combining-design / economy-design /
story-design if Phase 1e ran.

## Outputs

Append a **"Merchant-genre review"** section to the existing
`docs/games/<name>/review.md`. Don't replace the generic findings —
extend them.

```markdown
## Merchant-genre review

_Date: YYYY-MM-DD_
_Reviewer: yume-merchant-reviewer_
_Generic verdict (prerequisite): accept_

### Verdict
accept / revise / reject

### Per-axis findings

#### 1. Customer-archetype variety
...

#### 2. Class-gear coverage matrix
...

#### 3. Daily-cycle pacing balance
...

#### 4. Haggle UX clarity
...

#### 5. Debt-tension curve shape
...

#### 6. Reputation depth
...

#### 7. Inventory readability
...

#### 8. Adversarial pokes (merchant-specific)
...

### Concrete revision requests

(Only if verdict=revise. Each is a specific GDD edit.)

### Reasoning summary

One paragraph.
```

## Axes (10)

### Axis 1 — Customer-archetype variety

**Question**: How many distinct customer archetypes? Are differences
behavioral (different gear preferences, spending power, haggle
toughness) or cosmetic (same buyer, different sprite)?

**Heuristic minimum**: ≥3 archetypes for a "complete-game" merchant
title. ≥4 for genre-honest. an item-shop merchant game ships with ~6.

**Red flags**:
- "Customers" listed as one homogeneous group
- All archetypes share the same wanted-item list
- No distinct spending profile per archetype
- Only the player's items vary; customers don't react differently

**Severity calibration**: 1 archetype = blocker; 2 = major; 3 with
weak coverage = minor.

### Axis 2 — Class-gear coverage matrix

**Question**: Does every customer class have ≥3 gear types they want?
Are those types reachable from the dungeon loot table?

**Heuristic minimums**:
- ≥3 classes × ≥3 wanted-types each = 9-cell matrix minimum
- Each cell mapped to at least one item def in the world plan
- Tier-progression visible (tier 1 → tier 2 → tier 3) per class

**Red flags**:
- Class table is just "warrior wants weapons" without specific items
- Items don't map to any customer's wanted-list (dead loot)
- Customer-class wants don't gate behind tier (no progression)
- Player can fully cover one class but not others (asymmetry — fine
  if intentional, suspect if accidental)

**Severity**: missing matrix = blocker; sparse coverage = major;
missing tier progression = minor.

### Axis 3 — Daily-cycle pacing balance

**Question**: Are the day's phases distinct in verbs AND duration?
Does the cycle have a natural rhythm or does one phase dominate?

**Heuristic minimums**:
- ≥3 phases (e.g. morning / adventure / shop)
- Each phase has its own player verbs (different from others)
- Duration ratios make sense (adventure 50-60% of session, shop
  25-35%, transitions 10-15%)
- Time-of-day visualization (so player knows where they are)

**Red flags**:
- All phases blur into one (just "free-roam" with no time pressure)
- One phase dominates (90% adventure → not a merchant game)
- No visible time pressure (tomorrow's debt isn't felt)
- Transitions are abrupt / unmotivated

**Severity**: no phase distinction = blocker; one-phase-dominant =
major; missing time pressure = minor.

### Axis 4 — Haggle UX clarity (+ player-verb feedback chain)

**Question**: What's the actual exchange mechanic? Can the designer
describe what the player DOES during a haggle in 1-2 sentences? AND
does every other player verb produce a visible response?

**Heuristic checklist**:
- Exchange shape spec'd (counter-offer slider? timing-based mini-game?
  multiple-choice? auto-accept-threshold?)
- Win/lose math defined (when does customer accept? walk away?)
- Reputation feedback loop articulated (rep → easier haggle → more
  rep)
- Edge cases addressed (low stock, out-of-class want, customer flush
  with cash)
- **For every input action declared in input.json or controls_hint,
  there is a stated visible feedback** (gold delta + toast + sound;
  level transition + fade; HUD highlight; animation). "Player presses
  Space" without a stated outcome = fail.
- **Customer SPATIAL behavior is grounded** (not "AI walks toward
  player" generic homing). Where customers go, where they wait, what
  triggers them to leave — must reference shop fixtures (counter,
  shelves) so the player feels a place, not a void.

**Red flags**:
- "Players negotiate" with no specific mechanic
- No spec for accept/reject thresholds
- Haggle has no stakes (just always succeeds)
- Reputation is decorative (doesn't affect haggling)
- **Empirical anti-pattern**: customers home-in on the player like
  zombies — no spatial structure, just radial chase. Real merchant
  games (an item-shop merchant game, a merchant-adventurer game, an alchemist-shop sim) have customers walk
  to a counter / shelf / register and WAIT.
- **Empirical anti-pattern**: shop fixtures (counter, shelves,
  display) listed in entity table but no rules attach them to
  gameplay — they're decoration only.
- Player verb declared (e.g. F=interact, I=inventory) with no rule
  subscribing — dead key.

**Severity**: vague haggle mechanic = blocker; customers radial-chase
= major (kills genre feel); shop fixtures purely decorative = major;
dead-key verbs = minor each (but >2 dead keys = major: signals the
input map was never validated).

### Axis 5 — Debt-tension curve shape

**Question**: Does the debt schedule have an emotionally-shaped
curve, or is it linear?

**Heuristic shape**: NON-LINEAR is the goal. the item-shop merchant game's curve goes:
- Week 1: panic (debt small but income unproven; tight margin)
- Week 2: relief (player learned the loop; income > debt comfortably)
- Week 3: stable (rhythm; planning ahead)
- Final week: rush (debt spikes; near-failure pressure)

**Red flags**:
- "Debt: X gold per day" linear (no shape)
- No emotional progression named
- Final-week rush absent (game ends with whimper)
- Debt is too easy or too punishing throughout (no curve)

**Severity**: linear curve = major (kills genre feel); no emotional
naming = minor; impossible / trivial debt = blocker.

### Axis 6 — Reputation depth

**Question**: Does reputation affect ONLY pricing, or does it gate
content + unlocks + events?

**Heuristic minimums**:
- ≥3 reputation tiers with distinct effects per tier
- Each tier unlocks SOMETHING (new customers, items, quests, events)
- Price effect is only ONE of multiple effects
- Reputation has a visible UI (player can see their tier + progress)

**Red flags**:
- Rep just affects prices linearly
- No customer-pool unlocks per tier
- No event / story hooks tied to reputation
- Rep is invisible to player (no UI)

**Severity**: pricing-only rep = major (loses meta-progression);
invisible rep = minor.

### Axis 7 — Inventory readability

**Question**: How does the player parse 20+ items at once? Sort?
Filter? Tooltip? Color-code?

**Heuristic checklist**:
- Slot count + stack limits spec'd
- Sort options (category / value / class affinity)
- Filter / search (e.g. "show items wanted by current customer")
- Visual hierarchy (rarity color borders, category icons)
- Quick-action affordances (right-click to suggest, drag to display)

**Red flags**:
- "Inventory" with no UX spec
- Items as one undifferentiated list
- No filter / sort
- No visual signal of rarity or wanted-status

**Severity**: no UX plan = major (game becomes tedious past 15 items);
flat list = minor; no rarity signaling = minor.

### Axis 8 — Adversarial pokes (merchant-specific)

**Question**: Apply pessimism. What breaks this game?

**Specific pokes**:
- **Money pump**: is there ONE item-pair where buy-from-supplier <
  sell-to-customer reliably, with no constraint? If yes, optimal
  play is grind that pair. (the canonical merchant-game has supplier price
  randomization + customer hands changing daily to prevent this.)
- **Adventure-skip**: can the player ignore the dungeon entirely and
  still win? If yes, half the game is dead. (Mitigation: only-from-
  dungeon items must be in customer wanted-lists at higher tiers.)
- **Customer ghosting**: can the player ignore certain customer
  classes? If high-rep customers are objectively richer, the
  optimal-play locks low-tier customers out → player ignores
  mid-game classes.
- **Inventory hoarding**: can the player buy 100 cheap items, never
  sell, exit the game? Need an inventory cap or a holding cost.
- **Day-1 cheese**: is there a sequence in early game that wins
  trivially? (the item-shop merchant game's early game is famously tight precisely
  to prevent this.)

**Red flags**: any of the above unanswered.

**Severity**: money pump unaddressed = major; multiple anti-patterns
unaddressed = blocker.

### Axis 9 — Phase fidelity (per-day cycle distinctness)

**Question**: Does the GDD declare N distinct gameplay phases (e.g.
Morning / Adventure / Shop / Night) AND does the build actually
implement them as DISTINCT MODES (different player verbs, different
HUD, different camera, different rule-set active)?

**Empirical case** (merchant 2026-05-07): GDD declared 4 phases.
Build shipped with 1 phase ("wander town"). Daily cycle was 25% of
intended scope. Submission aesthetic — the 4-phase trance loop —
was COMPLETELY ABSENT despite cascade-tests passing.

**Heuristic checklist**:
- For each phase the GDD names, the build has:
  - A trigger rule that ENTERS it (signal, button, time-of-day)
  - ≥1 player verb that's UNIQUE to that phase (Morning has supplier
    UI; Adventure has attack; Shop has haggle; Night has audit)
  - A different HUD section / level / screen / camera mode
  - A test scenario that drives input through the transition and
    asserts the new-phase verbs are reachable
- Phases sum to coverage of stated daily duration (Morning 30s +
  Adventure 4min + Shop 5min + Night 5s ≈ 10min). If only one phase
  exists, "10min/day" is a lie.

**Red flags**:
- "All-in-one wander mode" replacing distinct phases
- Phase variable in world_state set but no rule reads it
- Phase has no UNIQUE player verb (Morning ≡ Shop because both are
  "free-roam in town")
- No transition cinematic / fade between phases (transitions feel
  abrupt)

**Severity**: missing 1 phase = major; missing 50%+ phases = blocker
(game is not the genre claimed). Phase variable unused = blocker
(state lies about reality). Transitions abrupt = minor.

### Axis 10 — Input + verb coverage

**Question**: Is every player verb declared in input.json + every
control listed in the HUD's controls_hint actually wired to a rule?
Is every rule actually reachable through natural play?

**Heuristic checklist**:
- For each entry in `<root>/ui/input.json` actions array, ≥1 enabled
  rule subscribes (NOT under `tags_all: ["__disabled__"]`).
- For each verb shown in HUD `controls_hint`, a scenario test proves
  pressing it causes a state delta within ~5 ticks.
- Each contact rule's radius is reachable via natural movement (not
  pixel-perfect alignment).
- Spawn-effect overrides verified at runtime (not just in setup-spawn
  scenario tests).

**Red flags**:
- `attack` declared in input.json, all attack rules under
  `__disabled__` (Space does nothing) — empirical merchant 2026-05-07
- `interact` (F key) declared with no rule subscribing
- HUD says "Q: return" but no rule fires on Q
- `b.state.X` formula referenced in rule but the field only set via
  spawn-effect override — never validated end-to-end

**Severity**: any control_hint verb unwired = blocker (the player
will press it and feel betrayed); 1 dead input action = minor;
≥2 dead actions = major (input map was never validated).

## Verdict guidelines

- **accept**: All 10 axes at "ok" or "minor" only. No blockers, no
  majors. GDD is genre-tight.
- **revise**: 1+ axes at "major" or "blocker". Designer applies the
  ordered revision requests; reviewer reviews again. Max 3 cycles.
- **reject**: Multiple fundamental issues OR scope-out-of-bounds for
  Yume's primitives. Surface to user.

A reviewer that always accepts on round 1 is rubber-stamping. A
reviewer that nit-picks endlessly is paralysing. Aim for 1-2 revise
cycles.

## How to be adversarial without being mean

Same as generic reviewer:

- Lead each axis with what works ("daily cycle pacing is well-
  balanced — adventure 60% / shop 30% / transitions 10%") before
  what doesn't
- Specific revision requests (not "make it deeper")
- Tie critique to the GDD's stated aesthetic
- Praise non-obvious wins (a thoughtful haggle UX, a non-linear debt
  curve)

## What you DON'T do

- ❌ Write the GDD itself (yume-merchant-designer)
- ❌ Verify economy math (yume-economy-designer's job)
- ❌ Build the customer-AI / haggle-flow rules (downstream)
- ❌ Reject for stylistic preferences. Stick to the 8 merchant axes
- ❌ Praise weak designs to be polite

## Reference files

- `docs/guideline/30_framework_primitives.md`
- `docs/guideline/32_mda_for_yume.md`
- `.claude/skills/yume-merchant-designer/SKILL.md` — paired skill
- `.claude/skills/yume-shooter-reviewer/SKILL.md` — sibling genre-
  reviewer (template structure)
- an item-shop merchant game, a merchant-adventurer game, an alchemist-shop sim — reference games

## When invoked by orchestrator

Run after yume-game-reviewer (generic 15-axis) accepts. Review the GDD.
Append the review section. Return the summary that § Inputs and outputs
defines.

Orchestrator decides per verdict — same flow as generic reviewer
(accept / revise / reject; max 3 cycles).

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