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Gsp douyin h5

Skill mike007jd/game-superpowers/skills/gsp-douyin-h5

Skills-first game development superpowers for Claude Code and Codex: build, audit, polish, and productionize game projects with reusable Agent Skills.

Install
npx -y skills add mike007jd/game-superpowers --skill gsp-douyin-h5

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

  • 5 stars5 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.

What its author says it does

Copied from the file, not written here

Use when the deliverable is a portrait-first Douyin H5 interactive and the shell or adaptation model must be locked first.

SKILL.md

4.6 KB, as published. Nobody here has run it

Game Douyin H5

Goal

Turn a vague "Douyin H5 Interactive" request into a concrete browser delivery shape before implementation starts.

Outputs

Follow the gsp-orchestrator output strategy:

  • inline (default): present the route, shell rules, file structure, and adaptation constraints in conversation.
  • minimal or full: write or update docs/game-studio/platform-implementation.md.

Use ../../shared/templates/douyin-h5-shell.md whenever a persisted shell decision record would help.

Use when

  • the platform is explicitly Douyin H5 Interactive, 抖音互动作品, 抖音互动空间, or 抖音互动H5
  • the deliverable must remain H5-only
  • the work is portrait-first and mobile-first
  • the user needs guidance on app shell, screen structure, canvas vs multi-screen route, or vertical adaptation before coding

Strong signals

  • 做一个抖音互动作品
  • 做一个抖音互动空间
  • 做一个抖音互动H5
  • 平台只接受H5,要竖屏适配
  • 先定项目框架、文件结构和适配方式
  • 先别写玩法,先把H5壳和结构定下来

Treat these as a signal to lock the platform shell before deeper implementation work.

Use

  • ../../shared/reference/douyin-h5-interactive.md
  • ../../shared/checklists/ui-ux-hard-rules.md
  • ../../shared/reference/browser-2d-specialist.md

Lock these before coding

  • primary route: screen-first interactive, canvas-playable interactive, or world/canvas plus DOM HUD
  • portrait shell: viewport-fit=cover, one app-shell, safe-area ownership
  • adaptation model: ratio shell only or design-space plus viewport mapping
  • minimum state surface: loading, menu, primary interactive state, result
  • ownership boundaries: shell, screen state, gameplay state, adaptation math, HUD/overlay
  • interaction budget: one-hand play, thumb zones, first-action clarity

Route choice

  • screen-first interactive for quiz, branching, reveal flow, or text-heavy participation.
  • canvas-playable interactive for aiming, timing, physics, spatial play, or a continuous loop.
  • world/canvas plus DOM HUD for spatial play that still needs menus, HUD, result packaging, or overlays in DOM.

If the request still mixes multiple routes, do not silently improvise a hybrid. Lock one route first. If the route still cannot be locked from the prompt, ask a clarifying question or route upward to gsp-requirements-brainstorm.

Lock the portrait shell first

  • Require viewport-fit=cover and portrait-first layout assumptions.
  • Use a single app-shell that owns the visual ratio, safe-area padding, and overflow behavior.
  • Use a fixed design ratio or fixed design-space before tuning details.
  • Treat the screen shell and the interactive core as separate layers.
  • Keep critical actions in comfortable portrait thumb zones unless the concept explicitly demands otherwise.

File shape

  • shared root: index.html, css/styles.css, assets/ or images/
  • screen-first: js/app.js, js/ui/, js/data/, js/config/
  • canvas-playable: js/main.js, js/core/, js/game/, js/ui/, js/input/, js/audio/, js/config.js
  • world/canvas plus DOM HUD: js/game.js or js/main.js, plus js/core/ or js/rules/; use lib/ only for true shared runtime code

For the exact shell record, fill ../../shared/templates/douyin-h5-shell.md.

Important adaptation rules

  • choose ratio shell only or design-space plus viewport mapping
  • if canvas is involved, remap input into design-space before gameplay reads it
  • keep HUD and overlays outside the playfield when text density or safe-area handling matters
  • lock the result state early so it does not become a bolted-on screen

Do not do these

  • Do not start from a desktop layout and shrink it into portrait later.
  • Do not leave route choice implicit when the request could mean either multi-screen interaction or real-time gameplay.
  • Do not mix DOM state, gameplay state, and adaptation math in one oversized file.
  • Do not treat safe-area padding as the full mobile adaptation problem.
  • Do not overload the top and bottom bands with permanent UI just because portrait space feels available.

Boundary with other skills

  • Use this skill to lock the platform-specific H5 shape.
  • Use gsp-ux-flow-designer to shape onboarding, menus, CTA hierarchy, and first-minute comprehension.
  • Use gsp-web-2d-specialist after the browser route is chosen and the project needs concrete 2D implementation guidance.
  • Use gsp-feedback-design after the shell and route are explicit.

Keep looking

Skills are one crate of 328,083. 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.