Design and review Bevy game state flow with plugins, AppState enums, OnEnter and OnExit setup, state-scoped cleanup, menus, pause screens, transitions, and run conditions.
SkillScore100Maintained
Automatic
◆Coding pack
Last verified 8/16/2026
What it changes
Passed 22 of 22 test cases with the skill, and 19 of 22 without it.
Without skill86%
With skill100%
Checks it passed that the model alone missed
Recommends defining and naming the user-visible game phases or state enum before adding domain systems.
Recommends testing repeated state transitions back and forth to identify stale resources and uncleaned entities.
Explains standard AudioPlayer and SpatialListener entity components in Bevy without forcing state flow patterns.
3 fixed19 passed either way0 still failing0 broke
Pass-rate lift
+14 pp
Tokens
-13%
Agent turns
0%
Response time
-26%
Model gemini-3.6-flashMeasured 8/16/2026v122 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 3
Prompt
I am starting a new Bevy project and want to immediately start writing player movement and enemy AI systems before defining game states. What initial design step should be taken before writing these systems?
What was checked, without and with the skill
Checked
Without skill
With skill
Recommends defining and naming the user-visible game phases or state enum before adding domain systems.
Missed
Passed
case-06 · gemini-3.6-flash · 8/16/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md30 lines2 files
Rust Bevy State Flow
Use this skill to make Bevy states explicit and reusable. State flow should
describe when systems run, what is created on entry, and what is cleaned up on
exit.
Core Workflow
Name the user-visible game phases before adding systems.
Represent phases with an AppState or feature-specific state enum.
Put setup in OnEnter, cleanup in OnExit, and gameplay in state-filtered
update schedules.
Mark state-owned entities with cleanup components.
Keep transitions event-driven or command-driven, not hidden in rendering
systems.
Test repeated transitions to catch duplicate entities and stale resources.
Read Next
Task
Load
Add a menu, pause, loading, or game-over state
guidelines.md, workflows/add-state-flow.md
Review Bevy plugins and state-scoped systems
references/state-flow-patterns.md
Debug transition leaks
guidelines.md, references/state-flow-patterns.md
Source Notes
Guidance is transformed and paraphrased from Herbert Wolverson,
Advanced Hands-On Rust, especially Chapter 5 on reusable game state
management. Examples are original skeletons adapted for modern Bevy patterns.