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Found 144 Skills
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts. Use when user says 'are we ready to move to X', 'can we advance to production', 'check if we can start the next phase', 'pass the gate'.
Analyzes what is done and the users query and offers advice on what to do next. Use if user says what should I do next or what do I do now or I'm stuck or I don't know what to do
Colyseus multiplayer patterns for Starwards - @gameField decorators, state sync, JSON Pointer commands, room architecture, and avoiding common Colyseus pitfalls; state is source of truth, server authoritative
Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile.
Runtime context passed to compiled closures — the world as seen from inside
Add a new gameplay feature to your game — just describe what you want
Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games
Reviews a game design document for completeness, internal consistency, implementability, and adherence to project design standards. Run this before handing a design document to programmers.
Use for Roblox multiplayer communication across the client-server boundary: designing RemoteEvent, UnreliableRemoteEvent, and RemoteFunction flows; validating client requests; handling replication-aware gameplay; applying rate limits and anti-exploit checks; reasoning about network ownership, server-authority patterns, Input Action System use in authoritative gameplay, and streaming-sensitive multiplayer correctness.
Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager.
MSW 전투 시스템 통합 가이드. Attack→Hit 파이프라인, 데미지 모델, i-frame, 넉백, Hit Stop, Camera Shake, Sprite Flash, SFX, 사망/부활, 데미지 스킨, 히트 이펙트, 아바타 전투 모션, 커스텀 이벤트, AI FSM 까지 MSW 네이티브 API 기반 2D 다장르 대응. '공격', '피격', '데미지', '전투', '몬스터', '히트', '이펙트', '크리티컬', '투사체', '데미지 스킨', '넉백', '히트스톱', '콤보', 'HP바' 등.
Concept prototype — validate the core idea is worth designing before writing GDDs. Run right after /brainstorm and /setup-engine. Routes to HTML, Engine, or Paper path based on game type. Produces a throwaway build and a PROCEED/PIVOT/KILL verdict.