游戏开发
游戏开发与引擎工具
game-assets
OpusGameLabs
Game asset engineer that creates pixel art sprites, animated characters, and visual entities for browser games. Use when a game needs better character art, enemy sprites, item visuals, or any upgrade from basic geometric shapes to recognizable pixel art.
game-designer
OpusGameLabs
Game UI/UX designer that analyzes and improves the visual polish, atmosphere, and player experience of browser games. Use when a game needs visual improvements, better backgrounds, particles, animations, screen transitions, juice/feel, or overall aesthetic upgrades.
monetize-game
OpusGameLabs
Register your game on Play.fun (OpenGameProtocol), add the browser SDK, and get a monetized play.fun URL
review-game
OpusGameLabs
Review an existing game codebase for architecture, performance, and best practices
20-features
gamesexplained
Before reading any code, write down everything the game is documented to do and collect reference screenshots. Turns "what am I looking at" into a checklist and stops the commonest misreadings.
30-text
gamesexplained
Decode the game's text when it uses a custom character set. Render the glyphs and read them; byte-pattern search cannot find text stored in a private alphabet.
10-orient
gamesexplained
First step for any game. Boot it in the emulator, get past the loader with the least effort that works, reach real gameplay, save the steady-state snapshot, write orientation.md and start the disassembler on the snapshot.
rocaille-shader
tdimino
Generate Rocaille-style domain warping shaders with sinusoidal displacement. This skill should be used when building WebGL/GLSL visualizations, shader art, procedural backgrounds, or adding organic swirling light effects. Creates characteristic flowing patterns through iterative coordinate warping using the formula v += sin(v.yx + t) / amplitude.
game-theory-tit-for-tat
flpbalada
Apply Tit for Tat strategy for negotiations, relationships, and repeated
textual-builder
YPares
Build Text User Interface (TUI) applications using the Textual Python framework (v0.86.0+). Use when creating terminal-based applications, prototyping card games or interactive CLIs, or when the user mentions Textual, TUI, or terminal UI. Includes comprehensive reference documentation, card game starter template, and styling guides.
hikkaku
pnsk-lab
Create Scratch project with TypeScript using Hikkaku; use when the user asks how to build or structure a Scratch project in this repo.
realitykit-visionos-developer
tomkrikorian
Build, debug, and optimize RealityKit scenes for visionOS, including entity/component setup, rendering, animation, physics, audio, input, attachments, and custom systems. Use when implementing RealityKit features or troubleshooting ECS behavior on visionOS.
shadergraph-editor
tomkrikorian
Create and edit ShaderGraph and RealityKit material networks in .usda files. Use when manually editing USD ASCII files to build, modify, or troubleshoot materials, shader nodes, and connections for RealityKit.
anki
terkelg
Create and manage Anki flashcards. Use when the user wants to create flashcards, add notes to Anki, manage decks, or work with spaced repetition learning. Also use when user mentions "anki", "make cards", "add to anki", "learn this", "memorize", "remember this", "SRS", or asks to turn content into flashcards.
godot-expert
nguyenthienthanh
"Godot game development expert. PROACTIVELY use when working with Godot, GDScript, game projects. Triggers: godot, gdscript, .gd, .tscn, game, scene, node"
unreal
Randroids-Dojo
Develop, test, and automate Unreal Engine 5.x projects (WIP). Covers PlayUnreal automation, Remote Control API, Automation Driver, and CI-friendly E2E flows.
godot
Randroids-Dojo
Develop, test, build, and deploy Godot 4.x games. Use when working with Godot Engine, GDScript, GdUnit4 testing, PlayGodot automation, or exporting games to web/desktop. Covers CI/CD pipelines and deployment to Vercel/GitHub Pages/itch.io.
Problem-Solving Techniques
duongductrong
Apply systematic problem-solving techniques for complexity spirals (simplification cascades), innovation blocks (collision-zone thinking), recurring patterns (meta-pattern recognition), assumption constraints (inversion exercise), scale uncertainty (scale game), and dispatch when stuck. Techniques derived from Microsoft Amplifier project patterns adapted for immediate application.
oni-mcp-autonomous-iteration
LIghtJUNction
Use when iterating on the ONI MCP server so an agent can build with onim, deploy with onim dev, automatically launch/load a save, run batched runtime tests with a tester agent, and improve tool ergonomics toward long autonomous play.
oni-mcp-control
LIghtJUNction
Control Oxygen Not Included through Oni MCP with a strict observe-plan-act-verify loop. Use when reading a live colony, planning or executing gameplay actions, editing the virtual world files, managing duplicants or colony settings, inspecting maps and utilities, or recovering from MCP control errors; do not use for game-advice-only questions.
dev-story
SneakKestrel16
"Implements one story in code with tests, following its ADRs. Use when the user says to build, implement or start working on a story. Not for checking readiness beforehand or closing the story after."
testing-roblox-features
chocoliticekreem
Use when asked to check, verify or prove that a Roblox gameplay change or feature works in Studio ("does the hydrant refill work now?", "check my change", "test X before the demo"), or before saying a game change is done.
design-system
SneakKestrel16
"Section-by-section GDD authoring for one system — walks through each required section, cross-references dependencies."
building-games-with-forge
chocoliticekreem
Use when the user wants a new Roblox game made from an idea ("make me a co-op lava escape", "build a tycoon with Forge"), especially when they will be away while it builds.