Gsp loop bootstrap
Skills-first game development superpowers for Claude Code and Codex: build, audit, polish, and productionize game projects with reusable Agent Skills.
npx -y skills add mike007jd/game-superpowers --skill gsp-loop-bootstrapAssembled 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 establishing core game runtime structure such as state flow, control, camera, and UI ownership.
SKILL.md
1.0 KB, as published. Nobody here has run it
Game Loop Bootstrap
Goal
Create a maintainable gameplay architecture that matches the chosen target quality.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present architecture decisions in conversation.
- minimal or full: write or update
docs/game-studio/architecture.md.
Prefer abstractions like
GameManagerInputProfileStateMachinePlayerControllerCameraRigHUDFlowSoundLayerEncounterDirector
Rules
- Separate simulation state and UI state clearly enough to reason about them.
- Avoid hiding critical gameplay state inside presentation objects.
- Choose the simplest architecture that still supports the requested result.
- In aggressive greenfield modes, do not fear building a complete coherent shell if it prevents later churn.
- In live modes, preserve compatibility unless a deliberate migration plan exists.