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Codoop game

Skill Codoop/codoop-game/skills/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

Install
npx -y skills add Codoop/codoop-game --skill codoop-game

Assembled 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

  1. Read references/game-quality.md and write a one-page game card in the game's design-notes.md. Create and complete visual-direction.md before implementation. If the idea references a third-party IP, first apply the originality gate in references/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.
  2. Read references/expert-orchestration.md, then always load ../_shared/game-designer.md and ../_shared/technical-artist.md. Load each conditional expert named by that reference before implementation.
  3. 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 in references/flow-cabin-api.md and visual rules in references/desktop-visual-design.md.
  4. 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 in playtest-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.
  5. 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.
  6. 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.
  7. On approval, get cover.png from 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 as dist/cover.png.
  8. Re-read all triggered expert files for final approval. Run validate-game, validate-cover, then package-game; write results to dist/validation-report.md. Do not package if any gate fails.

Non-negotiable boundaries

  • game.zip contains only game runtime files; never include cover.png.
  • Do not use network resources, service workers, Node/Electron APIs, inline script/style, eval, or dynamic imports. See references/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.

Keep looking

Skills are one crate of 326,144. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.