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Ralph Wiggum v2 - Autonomous TDD Development Loop

ralph-wiggum-v2

Autonomous TDD development loop with parallel agent swarm, category evolution, and convergence detection. Use when running autonomous game development, quality improvement loops, or comprehensive codebase reviews.

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SKILL.md

Full skill instructions

Ralph Wiggum v2 - Autonomous TDD Development Loop

Quick Start

/​ralph-wiggum-v2:ralph-loop --project "diablo-starcraft" --completion-promise "DIABLO_STARCRAFT_COMPLETE"

Overview

Autonomous TDD development loop that uses parallel agent swarms to review code, discover issues, and fix them with test-first methodology until convergence criteria are met.

Workflow

Phase 1: Discovery & Initialization

  1. Locate or create state file: {project}/​.ralph/​state.json
  2. Locate or create categories file: {project}/​.ralph/​categories.json
  3. Bootstrap categories from codebase structure if empty

Phase 2: Parallel Agent Review Swarm

Spawn 3-5 parallel agents with:

  • Random category (weighted toward lowest scores)
  • Random subcategory within that category
  • Random review style (never same as last 3 used)
  • Unique focus area (no overlap between agents)

Phase 3: TDD Implementation Cycle

For each finding:

  1. Write failing test first
  2. Implement minimal fix
  3. Verify test passes
  4. Update state

Phase 4: Category Evolution

After each iteration:

  1. Merge new discoveries
  2. Recalculate scores
  3. Meta-review (every 5 iterations)

Phase 5: Convergence Detection

Complete when:

  • 10 consecutive clean iterations
  • All category scores >= 95/​100
  • All tests passing
  • Game runs without crashes

State Schema

{
  "project": "diablo-starcraft",
  "iteration": 0,
  "consecutiveCleanIterations": 0,
  "requiredCleanIterations": 10,
  "completionPromise": "DIABLO_STARCRAFT_COMPLETE",
  "categories": {},
  "discoveryLog": [],
  "lastReviewStyles": [],
  "agentHistory": [],
  "startedAt": "<timestamp>",
  "lastUpdated": "<timestamp>"
}

Categories Schema

{
  "categories": {
    "<category_name>": {
      "score": 50,
      "maxScore": 100,
      "subcategories": {
        "<subcategory_name>": {
          "score": 50,
          "issues": [],
          "lastReviewed": null,
          "reviewCount": 0
        }
      },
      "discoveredAt": 0,
      "lastUpdated": "<timestamp>"
    }
  }
}

Review Styles

Code Quality

StyleFocus
NITPICKERFormatting, naming, tiny inconsistencies
REFACTORERDuplication, abstraction opportunities
DRY_ENFORCERCopy-paste code, repeated patterns
TYPE_ZEALOTType safety, any usage, casting
SOLID_ADHERENTSOLID principle violations
API_PURISTInterface design, contracts, signatures

Reliability

StyleFocus
DEBUGGERLogic errors, off-by-one, wrong operators
EDGE_CASE_HUNTERBoundary conditions, null/​undefined
ERROR_HANDLERMissing try/​catch, unhandled promises
STATE_MACHINE_ANALYSTInvalid state transitions
CONCURRENCY_EXPERTRace conditions, async bugs
MEMORY_LEAK_HUNTERListeners not removed, growing arrays

Performance

StyleFocus
PERFORMANCE_HAWKO(n²), unnecessary renders, hot paths
ALLOCATION_AUDITORObject churn, GC pressure
RENDER_OPTIMIZERDOM thrashing, layout thrashing

Security

StyleFocus
SECURITY_AUDITORXSS, injection, unsafe operations
INPUT_VALIDATORUnsanitized user input

Architecture

StyleFocus
ARCHITECTCoupling, cohesion, separation of concerns
DEPENDENCY_AUDITORCircular deps, tight coupling
LAYER_GUARDIANLayer violations, wrong abstractions

Testing

StyleFocus
TEST_SKEPTICCoverage gaps, weak assertions
MUTATION_TESTERTests that always pass
INTEGRATION_ANALYSTUnit vs integration gaps

Game-Specific

StyleFocus
DIABLO_VETERANARPG conventions, loot, skills, combat feel
STARCRAFT_FANFaction identity, unit feel, SC universe
GAME_FEEL_EXPERTJuice, polish, responsiveness
BALANCE_DESIGNERNumbers, progression, fairness
PLAYER_PSYCHOLOGYMotivation, reward loops
SPEEDRUNNERExploits, sequence breaks
COMPLETIONISTMissing edge cases in content
FIRST_TIME_USEROnboarding, confusion points

Meta

StyleFocus
FRESH_EYESWhat would confuse a new developer?
DOCUMENTATION_STICKLERMissing/​wrong comments
FUTURE_MAINTAINERTechnical debt accumulation

Agent Output Format

{
  "agentId": "<uuid>",
  "category": "<category>",
  "subcategory": "<subcategory>",
  "reviewStyle": "<style>",
  "filesReviewed": ["<paths>"],
  "findings": [
    {
      "severity": "critical|major|minor|nitpick",
      "type": "<issue_type>",
      "location": "<file:line>",
      "description": "<what's wrong>",
      "suggestedFix": "<how to fix>",
      "requiresTest": true,
      "testWritten": false,
      "fixed": false,
      "newSubcategory": null
    }
  ],
  "scoreAdjustment": 0,
  "newCategoriesDiscovered": [],
  "cleanReview": false
}

Hard Requirements

  • PLAYABLE_LOCAL - Runs in browser, playable start-to-finish
  • TDD_ENFORCED - No fix without failing test first
  • ZERO_CRASHES - No unhandled exceptions in any path
  • ALL_TESTS_PASS - 100% test suite green
  • SCORES_95_PLUS - Every category at 95+/​100
  • CLEAN_CONVERGENCE - 10 consecutive clean iterations

Iteration Loop

LOOP:
  1. Load state from .ralph/​state.json
  2. Load categories from .ralph/​categories.json
  3. Increment iteration counter
  4. Select 3-5 lowest-scoring categories for review
  5. Spawn parallel review agents (use Task tool)
  6. Collect findings from all agents
  7. Sort findings by severity (critical → major → minor)
  8. TDD fix each finding:
     a. Write failing test
     b. Implement minimal fix
     c. Verify test passes
     d. Run full test suite
  9. Update scores and state
  10. Check convergence criteria:
      - All agents returned cleanReview: true?
      - No critical/​major findings?
      - All tests passing?
      - No new categories discovered?
  11. IF clean: consecutiveCleanIterations++
      IF dirty: consecutiveCleanIterations = 0
  12. IF consecutiveCleanIterations >= 10 AND all scores >= 95:
      → CONVERGED: Run final verification
      ELSE: → Continue loop

Final Verification

When convergence criteria met:

  1. Full test suite run
  2. TypeScript strict mode check
  3. Build production bundle
  4. Verify game loads and plays
  5. Generate completion report
  6. Output: {COMPLETION_PROMISE} achieved

Game-Specific Categories (Diablo-StarCraft)

Auto-discovered from codebase:

  • engine/​ → Engine (Game, Camera)
  • mechanics/​ → Mechanics (Player, Ability, Item)
  • ai/​ → AI (Enemy, Pathfinding)
  • graphics/​ → Graphics (Renderer, VFX)
  • audio/​ → Audio (AudioManager)
  • physics/​ → Physics (Collision)
  • world/​ → World (Tilemap)
  • persistence/​ → Persistence (SaveManager)
  • input/​ → Input (InputManager)
  • utils/​ → Utils (isometric)

Game system categories:

  • Combat → Damage, resistance, crits, DOTs
  • Skills → Abilities, cooldowns, scaling
  • Loot → Drops, rarity, equipment
  • Progression → XP, levels, stats
  • Waves → Spawning, difficulty, bosses
  • UI/​HUD → Health bars, buffs, minimap
  • Save/​Load → Persistence, state restoration

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