agentsclimarketplace

Game dev

Skill Skryx-L-A/project-kit/skills/game-dev

Say "new project" → get a perfectly-prepared project folder. A Claude Code bootstrap kit that grills the plan to a Definition of Ready, then auto-scaffolds files, memory, project sub-agents & tooling — routing to type-specific sub-skills (website, api, data/ml, quant, SaaS, CLI, app, game-mod, research, OSS… + a 7-day build-business ultraskill).

Install
npx -y skills add Skryx-L-A/project-kit --skill game-dev

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

  • 1 stars1 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

Build/set up a game project FROM SCRATCH — a 2D or 3D game in Godot, Unity, Unreal, or the web (Phaser/Three.js) — from the user's grilled answers. Project-kit sub-skill loaded by new-project routing whenever someone wants to build, make, or prototype a game, a playable demo, or a game loop. Chains higgsfield for assets/audio/browser-game generation and magic for menus/UI, and bakes in a playable-vertical-slice done-bar.

SKILL.md

7.1 KB, as published. Nobody here has run it

game-dev — build a playable game from scratch

What this sub-skill is for

Standing up a new game built from nothing: a real engine project with a playable core loop, art/audio pipeline, and a build that runs on the target platform. Loaded by new-project for any "make a game / prototype this idea / build a playable demo" request. This is distinct from game-mod (modding an existing game's install). The whole skill is organized around one idea: ship a small, playable slice before scaling scope — a game you can actually play beats a beautiful engine project that never reaches a loop.

Mandatory grill-questions (fold into the Definition of Ready)

Lock these before opening the engine:

  • Engine + why — Godot (open, fast 2D/3D, default), Unity (asset ecosystem/mobile), Unreal (high-end 3D), or web (Phaser for 2D, Three.js/Babylon for 3D, ships in a browser). Pick from scope + target, not familiarity alone; justify it.
  • 2D vs 3D — decides art pipeline, physics, and team-of-one feasibility. 3D triples scope.
  • Genre + the core loop — name the genre and the one verb-loop the player repeats (move-shoot, match-clear, build-defend). Everything else is decoration until the loop is fun.
  • Scope / MVP — what the vertical slice is: one level, one mechanic, one enemy, win+lose. Cut everything not in the slice. What's explicitly out of v1?
  • Target platform — PC (Win/Linux/macOS), web, mobile (iOS/Android), or console? Drives the engine export and input model. Pick one to ship first.
  • Art pipeline — own art, asset-store/licensed, or AI-generated (higgsfield)? Resolution, style, and whether sprites/models are placeholder-now / final-later.
  • Audio — music + SFX source (own, licensed, higgsfield generate_audio)? Even placeholder.
  • Multiplayer? — single-player first almost always; if multiplayer is core, name the model (local, P2P, authoritative server) — it is a scope multiplier, flag it loudly.
  • Save/progression + monetization — needed for v1 or deferred? Don't build economy before loop.

Project sub-agents to generate (into <project>/.claude/agents/)

  • gameplay-loop-builder (delegate-by-default) — implements and tunes the core loop (input → state → feedback), keeps the slice playable every commit, resists feature creep.
  • asset-pipeline (delegate-by-default) — generates/imports/optimizes sprites, models, audio, and atlases into the engine's import settings; chains the higgsfield skills; tracks asset provenance/licensing.
  • level-designer — builds the slice's level(s)/scenes, tuning pacing, difficulty, and spawn/encounter layout against the loop.
  • playtest-runner — builds for the target platform, launches the game, plays the loop, and reports crashes, soft-locks, and broken interactions honestly (this is the verifier role).
  • Plus the kit default reviewer (diff/PR correctness).

Tools / CLIs / MCP / skills needed

Check in environment-readiness; offer install, never auto-install:

  • The engine — Godot (single binary, easiest on Linux), Unity Hub + editor, Unreal (heavy), or Node + a web bundler (Vite) for Phaser/Three.js. Verify it launches and can export.
  • Export/build toolchain — Godot export templates; platform SDKs for mobile/console; for web, a static bundle. Confirm a build for the target platform actually produces a runnable artifact.
  • CHAIN the higgsfield MCP + skills for the asset pipeline: higgsfield-generate (generate_image for sprites/textures/concept art, generate_video for cutscenes/trailers, generate_audio for music/SFX), higgsfield-soul-id for a consistent character face, and for a browser game the game-creation flow — get_game_creation_instructions then get_game_creation_bundle_file, with deploy_game / publish_game to ship it.
  • CHAIN the magic MCP (21st.dev) for menus, HUD, and UI screens; framer-inspiration / design-harvest for the marketing/landing page if the game ships with a site.
  • CHAIN global skills: deep-research (engine/genre patterns), verify (launch + play the build), code-review, cli-anything (wrap a GUI art tool headlessly), pptx (a pitch deck).

File / asset nudges (on top of the base set)

Beyond CLAUDE.md, PROJEKT_<NAME>.md, TASKS.md, DONE.md, README, .claude/:

  • GAMEDESIGN.md — the one-page design doc: core loop, win/lose, controls, the v1 slice scope, and the explicit out-of-scope list. The anti-scope-creep contract.
  • src/ (or engine project dir) — game code/scenes; assets/ split into art/, audio/, fonts/ with a provenance note per source (own / licensed / AI-generated).
  • assets/LICENSES.md — every asset's source + license + redistribution right. Non-optional.
  • builds/.gitignored platform builds; large binaries via Git LFS or kept out of the repo.
  • playtests/ — short logged notes per playtest (what broke, what felt good).

Stack defaults & done-bar

Default stack: Godot 4 (2D or 3D) with GDScript, exporting to the chosen platform; web games on Phaser 3 (2D) or Three.js (3D) bundled with Vite; assets AI-generated via higgsfield as placeholders, replaced as the slice firms up; audio via generate_audio; UI via magic. Version the project in git, keep big binaries out or in LFS. Done-bar (all true): the core loop runs end-to-end — start, play the loop, reach win and lose states — in a build for the target platform (not just the editor); it launches and plays without crashing or soft-locking, confirmed by playtest-runner actually playing it; the vertical slice is feature-complete to GAMEDESIGN.md; every shipped asset has a recorded license/right.

Guardrails

  • Scope discipline is the top rule — ship the small loop first. If a feature isn't in the v1 slice in GAMEDESIGN.md, it waits. A playable tiny game beats an unfinished big one.
  • Honesty about "it's playable": don't claim the loop works until playtest-runner has built for the target and actually played start→win/lose. Report crashes and soft-locks plainly.
  • Own or licensed assets only — never ship art/audio/models you can't redistribute; record every source's license in assets/LICENSES.md. AI-generated assets: confirm the platform's commercial-use terms.
  • Multiplayer/online is a scope multiplier — call out the cost before committing; default to single-player for v1 unless multiplayer is the whole point.
  • No emojis in any in-game UI, menu, or HUD text (user's standing rule) — typographic symbols or drawn glyphs only.
  • Never commit secrets / store keys / signing certs.
  • Commits under the user's own name only (Skryx-L-A); never add Claude as a co-author.

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.