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Launch Check
Roadmap: Release & opsProfile and fix performance, export Godot builds for desktop, web and mobile, then run a go/no-go launch checklist.
Work through it in the last weeks before release. Profile against a frame budget and fix the real bottleneck, export with headless CLI builds (including the web COOP/COEP headers), then run the launch checklist, which scans the code for TODOs, debug output and placeholder assets and ends in one verdict. The checklist is a Claude Code Game Studios skill and needs its bundled .claude support files.
Download the bundle
Free, no payment: we only ask you to sign in. Each skill below is also a free download on its own page.
For agents, create an API key in Settings and use:
curl -fL -H "Authorization: Bearer $GAMESKILL_API_KEY" https://gameskill.dev/bundles/launch-check/download.zip -o launch-check.zipIn the order you use them
- Game Performance OptimizationTested 22/22
1. Performance: profile, frame budget, CPU or GPU bottleneck
By GameSkill · based on gamedev-skills (Apache-2.0)
Skill ZIP - Godot ExportTested 30/30
2. Builds: export presets, headless CI exports, web headers
By GameSkill · based on gamedev-skills (Apache-2.0)
Skill ZIP - Launch Checklist (Claude Code Game Studios)Hosted, 36/37, no badge
3. Go / no-go: department checklist with one verdict
By GameSkill · based on Donchitos (MIT)
Skill ZIP
Self-check
- The game holds its frame budget on the lowest target device
- Release builds come from a headless export, not the editor
- The web build is served with COOP/COEP headers when it needs threads
- No TODOs, debug prints, localhost URLs or placeholder assets ship
- The checklist ends in one verdict and every scan says what it covered
Every skill is its author's work, included unchanged under its license (MIT or Apache-2.0), with LICENSE, ATTRIBUTION.md and CHANGES.md in its folder. The bundle README and checklist are ours, under MIT. Skills marked GameSkill original are ours as well (MIT), with LICENSE and CREDITS.md in their folder.