Codoop game
Create, iterate on, playtest, validate, and package a polished desktop-only H5 game plugin for Codoop from a natural-language game idea. Use when a creator wants to make or improve a Codoop/Flow Cabin desktop game, try a playable build, or deliver game.zip and a separate cover.png.From its SKILL.md
npx -y skills add Codoop/codoop-game --skill codoop-gameAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
SKILL.md
5.2 KB, ~1.1k tokens by cl100k_base, as published. Nobody here has run it
Codoop Game
Turn a game idea into a playable offline H5 game. Speak in plain language; make implementation decisions unless the creator faces a genuine gameplay choice.
Create loop
- Read
references/game-quality.mdand write a one-page game card in the game'sdesign-notes.md. Create and completevisual-direction.mdbefore implementation. If the idea references a third-party IP, first apply the originality gate inreferences/ip-originality.md; preserve only the requested high-level experience, not recognizable expression. Ask at most one consequential question; otherwise state the chosen default and proceed. - Read
references/expert-orchestration.md, then always load../_shared/game-designer.mdand../_shared/technical-artist.md. Load each conditional expert named by that reference before implementation. - Create an isolated desktop-only project with
scripts/create-game.mjs <workspace> <name>. Use the Canvas starter by default. Build only local static resources; use the Flow Cabin API inreferences/flow-cabin-api.mdand visual rules inreferences/desktop-visual-design.md. - Start
scripts/preview-harness.mjs <project>, run lifecycle, resize, input, and offline checks, then proactively invite a playtest. Give the local URL, three short player tasks, and one focused feedback question. Log the result inplaytest-report.md. Once a preview exists, end every creator-facing reply with its current local playtest URL; do not wait for a feedback request. Do not begin another feature until the creator responds or explicitly asks to keep going without a playtest. - For each feedback round, write the changed hypothesis to
design-notes.md, reload only the affected experts, implement one player-visible change, and preview again. In the reply for every round, provide the refreshed local playtest URL, three short player tasks, and one focused feedback question. Invite another playtest after a change to controls, pacing, difficulty, visual hierarchy, feedback, or the core loop; do not wait for the creator to request it. - Before final packaging, invite a short acceptance playtest that checks the
first-minute experience, pause/resume, and return-from-save behavior. Record
the result in
playtest-report.md. - On approval, get
cover.pngfrom the creator first. If they ask you to generate it or cannot provide it, use image generation with the technical artist's art direction and the originality gate; save it separately asdist/cover.png. - Re-read all triggered expert files for final approval. Run
validate-game,validate-cover, thenpackage-game; write results todist/validation-report.md. Do not package if any gate fails.
Non-negotiable boundaries
game.zipcontains only game runtime files; never includecover.png.- Do not use network resources, service workers, Node/Electron APIs, inline
script/style,
eval, or dynamic imports. Seereferences/package-contract.md. - Register host callbacks once. Pause, resume, destroy, resize, and local-save
behavior must follow
references/flow-cabin-api.md. - Design for desktop mouse, keyboard, and a PC application panel. Do not spend time on phone layouts, touch controls, portrait breakpoints, or mobile UI.
- Do not ship generic demo styling. The first playable build needs a deliberate
visual theme, hierarchy, typography, surfaces, state feedback, and authored
game-world treatment as defined in
references/desktop-visual-design.md. - AI or user-generated assets are not automatically safe to use. Do not copy,
trace, recreate, or prompt for a recognizable third-party character, logo,
title treatment, signature prop/costume combination, scene, or composition.
If a creator asks for a named IP or a near-copy, explain the constraint
briefly and produce a distinct, genre-level alternative using
references/ip-originality.md. - Harness validation is the current compatibility claim. Do not claim real Codoop Desktop validation until that E2E environment is available.
- Before the first preview exists, state that a playtest link will follow the first runnable build. After it exists, every creator-facing reply must include the live local URL. If the harness restarts or its port changes, provide the replacement URL immediately; never leave a stale link as the only entrypoint.
Resources
references/flow-cabin-api.md— frozen host API and lifecycle.references/package-contract.md— submission and offline restrictions.references/cover-contract.md— creator-provided and generated cover rules.references/ip-originality.md— third-party IP screening and original-art direction.references/desktop-visual-design.md— desktop visual baseline and playtest prompts.references/expert-orchestration.md— expert triggers and release gates.scripts/— deterministic project creation, preview, validation, and zip packaging.