Autonomous browser game agent. Analyzes game concept, implements with KAPLAY.js (2D) or Three.js (3D), playtests in headless browser…
This skill provides templates, analysis frameworks, and quality criteria for game reverse-engineering and competitive analysis.
Directs creative vision and transforms game design concepts into production-ready art direction specifications.
Visual style, rendering techniques, and animation for web games.
Use when generated candidates must become engine-ready files with predictable size, canvas, alpha, anchor, and pivot — "clean these up for…
Numeric balance across objects with stats: cost curves, transitive versus intransitive systems, payoff matrices, dominant strategy…
Transforms novels and source bibles into structured, playable game concepts with distinct gameplay directions and prototype trade-offs.
Verbalizes and structures vague game ideas into actionable design blueprints focusing on player decision-making.
The hub and first pass on any single mechanic: the 5-Component Filter (Clarity, Motivation, Response, Satisfaction, Fit), the plugin-wide…
Systems and mechanics architect - Masters GDD authorship, player psychology, economy balancing, and gameplay loop design across all…
Use when working on Unity game development - provides expert validation, asset generation, and performance profiling
Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime architecture decision — simpler rule flow, FSM, behavior tree…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime behavior-tree design for hierarchical priorities, fallback branches…
Use when a cross-engine gameplay task needs a Layer 2 shared-runtime action-flow design for direct-call coupling, ad-hoc action queues…
Use when a cross-engine gameplay task needs a Layer 1 foundation for reusable condition semantics — preconditions, guard clauses…
Use when a cross-engine gameplay task needs a Layer 1 foundation for entity identity, stale references, payload safety, or…
Use when a cross-engine gameplay task needs a Layer 1 foundation for cost, spend, reservation, refund, or commit-and-rollback semantics…
Use when a cross-engine gameplay task needs a Layer 1 foundation for change callbacks, invalidation signals, observer updates, or…
Use when a cross-engine gameplay task needs a Layer 1 foundation for timer logic, update cadence, cooldown clocks, pause rules, or…
Juice, feedback layering, screen shake/particles/sound timing, the perception-action cycle, and 'why does this feel bad?' diagnostics.