🎮 gin × game

Ship game on Gin with sensible defaults.

Gin is a Go workable choice for game. GreatCTO auto-detects both — adds the game archetype overlay, wires game-specific gates, and runs 83 specialist agents around your existing Gin workflow.

What changes when GreatCTO joins your Gin project

Detection → overlay → gates → reviewers.

1 · DETECT

Stack + archetype

GreatCTO reads your go.mod and detects gin + game archetype from signals: imports, file structure, env vars, README hints.

2 · OVERLAY

Archetype pack

Attaches the game archetype overlay: archetype-specific reviewer + compliance gates. Override if your specifics differ; the defaults are sensible for Gin-style projects.

3 · GATES

Gin-aware reviewers

qa-engineer runs go vet / staticcheck / go test -race -cover; security-officer reviews context cancellation + goroutine leaks; performance-engineer profiles pprof CPU + heap.

4 · MEMORY

Cross-project lessons

Bugs you've hit before in other Gin projects (connection-pool exhaustion, ORM N+1 queries, retry storms) — the agent's Step 0 includes the prior detection order. MTTR drops 94 % on second occurrence (methodology).

First 10 minutes

Concrete walkthrough.

$ cd my-gin-app && npx great-cto init
✓ scanning manifests… found manifest
✓ stack: gin (Go)
✓ archetype: game
⚠ archetype + stack combo is unusual — review overlay manually
✓ 83 agents ready

$ /start "add game feature"
▸ architect drafting ARCH-game.md…
▸ pm decomposing into beads tasks…
⚐ gate:plan — your approval needed

Approve → 3 senior-devs run in parallel worktrees → 5 reviewers fan out in parallel → gate:ship → deploy. One real run walked stage-by-stage: /proof.

What ships

The first feature, Gin-idiomatic.

This is the shape of what senior-dev drafts for "game feature" — auth first, schema validation, and the audit line the game reviewer requires before gate:ship opens.

// internal/handlers/game.go — drafted by senior-dev, reviewed by 5 agents
func CreateGame(c *gin.Context) {
	user := middleware.RequireUser(c)          // security-officer: auth before handler
	var req GameRequest
	if err := c.ShouldBindJSON(&req); err != nil { // qa-engineer: binding validation
		c.JSON(400, gin.H{"error": err.Error()}); return
	}
	result, err := service.Handle(c, req, user)
	audit.Log(c, user.ID, "game feature", result.Confidence) // gate:game: every decision logged
	c.JSON(200, result)
}
Where this combo lands

What teams build with Gin + the game overlay.

1

F2P games with IAP age gates and spending limits.

2

Games with loot-box odds disclosure (BE / NL / China).

3

Kids titles under COPPA with IARC rating alignment.

⚠ Honest caveat

Gin (Go) is not a typical fit for game. The archetype overlay still attaches, but you may want to override defaults more aggressively. Check the game archetype page for the typical stack list and decide if your case is the right tool / right archetype.

Architecture

Every step of the pipeline, transparent.

No black-box "AI does it all" loop. GreatCTO is a deterministic state machine — 8 stages, 22 nodes, 2 human gates. Every node maps to a real agent on GitHub. Inspect the state machine →

Install

Gin + GreatCTO in one command.

$ npx great-cto init

Free, MIT, runs locally. Built as a Claude Code plugin — install with one command.

Related deep-dives

More from the blog

AI

How I designed the SDLC state machine for agentic coding

Eight stages, two human gates, four memory layers. Why this exact shape, and what I tried that didn't work.

AI

First real shipped feature with this stack — receipts

One run, one feature, from prompt to merged PR. Time, cost, and gate-by-gate breakdown — no marketing math.

AI

How GreatCTO chooses which compliance pack to attach

Regex vs LLM-based archetype detection, the false-positive count, and why I keep rejecting the obvious fix.

AI

Why your agent system fails: missing gates, not missing intelligence

The bottleneck in agentic SDLC isn't model quality — it's process governance. Here's the state machine that closes the gap.