8bit-docs-patterns
Create documentation with gaming-specific examples, retro styling, and 8-bit terminology. Apply when documenting gaming blocks, RPG components, or retro-styled UI elements.
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Create documentation with gaming-specific examples, retro styling, and 8-bit terminology. Apply when documenting gaming blocks, RPG components, or retro-styled UI elements.
Sims-inspired task scheduling — queue actions, execute in order
Room-based exploration with narrative evidence collection
Expert game developer specializing in game engine programming, graphics optimization, and multiplayer systems. Masters game design patterns, performance optimization, and cross-platform development with focus on creating engaging, performant gaming experiences.
Objects announce what they can do — The Sims style
This skill should be used when the GM needs to help players create characters, roll for stats, assign ability scores, handle leveling up, increase hit points, choose classes, pick proficiencies, or manage player character creation, advancement, or character sheet management. Provides templates an...
Movement prediction with server reconciliation for WASD controls. Use when implementing player movement.
Sprite animations, tweens, animation chains, and timeline sequences
Scene transitions, data passing, and scene lifecycle management
Shooting prediction with optimistic decals and server rollback. Use when implementing shooting mechanics.
Tilemap loading, parsing, layers, and collision detection
Keyboard, mouse, touch, and gamepad input management for Phaser
Particle emitters for visual effects like fire, smoke, explosions, and magic
React Three Fiber core patterns for scene composition and game loop
Register 8-bit components in registry.json for shadcn/ui add command. Apply when adding new components to the component library distribution.
Developer agent skill router - routes to 31 dev skills by category and signal keywords, manages 5 sub-agents.
Read Game Design Document for design context
Patterns for game-like interfaces - health bars, XP bars, mana bars. Apply when building RPG/retro gaming UI components with state-driven visuals.
ゲームの「面白さ」を再現可能な構造として言語化するスキル。 以下の場面で使用: (1)新規ゲーム設計時に体験コアを定義する (2)既存ゲームの面白さを構造的に分析する (3)「ゲームの面白さを言語化したい」「体験を設計したい」と言われた時。 判断・行動・学習ループを中心に、リソース設計と失敗設計を含む包括的な体験定義書を生成する。
Analyzing asset impact on gameplay and player experience. Use when evaluating how 3D assets affect gameplay mechanics, analyzing audio assets for immersive experience, assessing texture and visual impact on performance, balancing asset quality vs. technical constraints, or guiding asset optimizat...
Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.
Temporary effects system — curses are just shitty buffs
Core patterns for all characters — home, location, relationships, inventory
UI containers, text objects, buttons, and DOM element integration
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Explore all resourcesResource formats: Prompts are ready to copy into a conversation. Skills install into the compatible agent shown on their page.
How it worksInclude the instructions, intended platforms, author, and license. Submissions are reviewed before publication.