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description: Use when the user wants feedback on whether a game's scope is achievable, evaluate project feasibility, identify what to cut, or assess whether constraints are being used as creative inputs rather than obstacles
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Evaluate the user's game design or project plan for scope feasibility. Read `references/framework.md` for the two-phase evaluation model (scope selection via constraints, then scope verification via simplification), and check `references/gotchas.md` for failure modes that derail scope decisions.

Scope is a design skill, not project management. What you choose not to build defines the game as much as what you build. There are two distinct phases: choosing the right scope (using constraints as creative inputs) and verifying that scope is achievable (through simplification and risk assessment).

Assess the project across both phases. Be direct and specific. End with the 1-2 highest-leverage scope changes.
