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UI Components
Code-based UI component generation and styling
lean-startup
by wondelai
'Design MVPs, validated learning experiments, and pivot-or-persevere decisions using Build-Measure-Learn. Use when the user mentions "MVP scope", "validated learning", "pivot or persevere", "vanity metrics", or "test assumptions". Covers innovation accounting and actionable metrics. For 5-day prototype testing, see design-sprint. For customer motivation analysis, see jobs-to-be-done.'
top-design
by wondelai
'Create award-winning, immersive web experiences at the level of Awwwards-featured agencies. Use when the user mentions "premium website", "portfolio site", "scroll animations", "Awwwards quality", or "brand experience". Covers dramatic typography, purposeful motion, scroll-based composition, and performance-optimized animation. For foundational UI, see refactoring-ui. For type selection, see web-typography.'
seo
by addyosmani
Optimize for search engine visibility and ranking. Use when asked to "improve SEO", "optimize for search", "fix meta tags", "add structured data", "sitemap optimization", or "search engine optimization".
design-taste-frontend
by Leonxlnx
Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, CSS hardware acceleration, and balanced design engineering.
redesign-existing-projects
by Leonxlnx
Upgrades existing websites and apps to premium quality. Audits current design, identifies generic AI patterns, and applies high-end design standards without breaking functionality. Works with any CSS framework or vanilla CSS.
design-taste-frontend
by Leonxlnx
Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, CSS hardware acceleration, and balanced design engineering.
design-taste-frontend-v1
by Leonxlnx
The original v1 taste-skill, preserved for projects depending on its exact behavior. The current default is design-taste-frontend (v2 experimental), which is a substantial rewrite. Use this v1 install name only if you need exact backward compatibility.
design-taste-frontend
by Leonxlnx
Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, CSS hardware acceleration, and balanced design engineering.
writing-go-tests
by sammcj
Applies current Go testing best practices. Use when writing or modifying Go test files or advising on Go testing strategies.
fixing-accessibility
by ibelick
Audit and fix HTML accessibility issues including ARIA labels, keyboard navigation, focus management, color contrast, and form errors. Use when adding interactive controls, forms, dialogs, or reviewing WCAG compliance.
baseline-ui
by ibelick
Validates animation durations, enforces typography scale, checks component accessibility, and prevents layout anti-patterns in Tailwind CSS projects. Use when building UI components, reviewing CSS utilities, styling React views, or enforcing design consistency.
agent-arch-system-design
by ruvnet
Agent skill for arch-system-design - invoke with $agent-arch-system-design
good-writing
by OUBIGFA
精确复现特定作者的中文写作风格。适用于:(1) 以该风格从零生成文章,(2) 将AI风格或其他风格的文章改写为该风格,(3) 在同一次任务里对草稿做终稿打磨/精修(保持作者笔力,不得改成中性说明书),(4) 审阅文章是否符合该风格,(5) 结构保真地将非简体中文翻译为简体中文(保留原始结构与不可改动片段,如人名/专名、代码、代码块、URL 等;不擅自增删)。核心特征:半文半白的用词、长短交替的句式节奏、类比先行的论证方式、冷面热心的情感表达、第一人称介入的立场标定;并在不破坏作者习惯的前提下,清除显眼的 AI 写作痕迹(24 项检测)。触发词:写作、改写、风格、润色、重写、精修、再优化、二稿、终稿、最终版、翻译、译、translate、翻成、译成、转为简体。
godot-genre-metroidvania
by thedivergentai
"Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks."
godot-genre-puzzle
by thedivergentai
"Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management."
godot-composition
by thedivergentai
"Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces \"Has-A\" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design."
godot-camera-systems
by thedivergentai
"Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition."
godot-genre-stealth
by thedivergentai
"Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection."
godot-combat-system
by thedivergentai
"Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup."
godot-genre-platformer
by thedivergentai
"Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement."
godot-genre-card-game
by thedivergentai
"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."
godot-adapt-desktop-to-mobile
by thedivergentai
"Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED."
godot-genre-idle-clicker
by thedivergentai
"Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting."
godot-genre-educational
by thedivergentai
"Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking."