game-assets
playableintelligence/game-creator · skills.sh
Open source Repository Open in the app JSON README (API)
About
Skill publicada por playableintelligence/game-creator no skills.sh. Instale com: npx skills add playableintelligence/game-creator@game-assets
Details
- Kind
- Agent skills
- Topic
- Media, design & games
- Publisher
- playableintelligence
- Origin
- skillssh
- Category
- ferramentas
- Stars
- 327
- Forks
- 40
- Open pull requests
- 6
- Last push
- 2026-05-25T18:02:30Z
- Repository state
- ativo
- Language
- JavaScript
- Added
- 2026-08-30 15:22:33
- Updated
- 2026-09-08 15:05:55
- Origin id
playableintelligence/game-creator/game-assets
README
# game-creator **Go from game idea to deployed, monetized browser game in minutes — not hours.** Tell your AI coding agent "make a space invaders game" and get a fully playable 2D or 3D browser game with pixel art, procedural audio, and automated QA. Deploy instantly to the web. Monetize with [Play.fun](https://play.fun). Works with **40+ AI coding agents** — Claude Code, Codex, Cursor, and more via `npx skills add`. ## Install ```bash npx skills add playableintelligence/game-creator ``` Target a specific agent: ```bash npx skills add playableintelligence/game-creator -a claude-code npx skills add playableintelligence/game-creator -a codex npx skills add playableintelligence/game-creator -a cursor ``` ## Quick Start ```bash # Build a complete 2D game in one shot (scaffold → pixel art → design → audio → deploy → monetize) # QA subagent runs after every step (build, runtime, gameplay, architecture, visual) /game-creator:viral-game 2d my-game # Build from a tweet /game-creator:viral-game https://x.com/user/status/123456 # Or design a real game project with milestones, ADRs, and multi-session iteration: /game-creator:make-game # Or run individual steps on an existing game: /game-creator:add-assets # Replace shapes with pixel art sprites /game-creator:design-game # Add visual polish (particles, juice, transitions) /game-creator:add-audio # Add chiptune music and sound effects /game-creator:add-feature jetpack # Add a gameplay feature /game-creator:improve-game # Audit + implement highest-impact improvements /game-creator:monetize-game # Register on Play.fun, add SDK, get monetized URL /game-creator:review-game # Code review for architecture + best practices /game-creator:qa-game # Add Playwright QA tests ``` ## How It Works `/viral-game` is an orchestrator that delegates all code writing to subagents and runs a QA subagent after every code-modifying step. (For the deeper, multi-session `/make-game` workflow with phases, milestones, ADRs, and `docs/STATE.md`, see `skills/make-game/`.) ``` Step 0 Parse args, create task list ← main thread Step 1 Scaffold game from template ← code subagent → QA subagent Step 1.5 Add pixel art sprites (2D only) ← code subagent → QA subagent Step 2 Visual polish (particles, juice, transitions) ← code subagent → QA subagent Step 3 Audio (Strudel.cc BGM + SFX) ← code subagent → QA subagent Step 4 Deploy to here.now ← main thread (instant publish) Step 5 Monetize with Play.fun ← main thread (interactive auth) ``` The QA subagent runs 5 phases per step: build check, runtime check (headless Chromium), gameplay verification (iterate client with game-specific actions), architecture validation, and visual review (Playwright MCP screenshots). If any phase fails, an autofix subagent patches the code and QA re-runs (up to 3 attempts per step). ## Architecture Every game follows the same architecture, whether 2D or 3D: ``` src/ ├── core/ │ ├── EventBus.js # Singleton pub/sub — all cross-module communication │ ├── GameState.js # Centralized state with reset() for clean restarts │ ├── Constants.js # Every magic number, color, timing, speed │ └── GameConfig.js # Engine config (Phaser or Three.js) ├── scenes/ # Scene lifecycle (Phaser) or states (Three.js) ├── entities/ # Game objects (player, enemies, obstacles) ├── systems/ # Background, particles, spawners ├── sprites/ # Pixel art data (palette, matrices, tiles) ├── audio/ # Strudel.cc procedural audio │ ├── AudioManager.js # Init, play, stop wrapper │ ├── AudioBridge.js # Wires EventBus → AudioManager │ ├── music.js # Background music patterns │ └── sfx.js # Sound effect patterns ├── playfun.js # Play.fun SDK integration └── main.js # Entry point + render_game_to_text() + advanceTime() ``` **EventBus** — Modules never import each other. All communication via pub/sub with `domain:action` event names. **GameState** — Single source of truth. `reset()` gives a clean slate for restarts. **Constants** — Zero hardcoded values in game logic. Sizes are proportional (`GAME.WIDTH * ratio`), with DPR-aware scaling for retina displays. **`render_game_to_text()`** — Every game exposes `window.render_game_to_text()` returning a JSON string of current game state, so AI agents can read the game without interpreting pixels. ## Skills ### Reference Skills (loaded automatically by Claude when relevant) | Skill | Purpose | |-------|---------| | `phaser` | 2D game patterns — Phaser 3 scenes, arcade physics, high-DPI rendering | | `threejs-game` | 3D game patterns — Three.js event-driven architecture, modular systems | | `game-assets` | Pixel art sprites — `renderPixelArt()`, `renderSpriteSheet()`, palette system | | `game-designer` | Visual polish — gradients, particles, screen shake, transitions, juice | | `game-audio` | Procedural audio — Strudel.cc BGM patterns + Web Audio SFX | | `game-qa` | Playwright testing — gameplay, visual regression, performance, accessibility | | `game-architecture` | Reference architecture patterns for event-driven games | | `game-deploy` | Deployment — here.now (default), GitHub Pages, Vercel, Netlify, itch.io | | `playdotfun` | Play.fun (OpenGameProtocol) — SDK, API, auth, leaderboards | | `unity-mcp` | Unity Editor automation via MCP (CoplayDev/unity-mcp, beta) | | `fetch-tweet` | Fetch tweet content for tweet-to-game conversion | ### Slash Commands (user-invocable) | Command | Description | |---------|-------------| | `/viral-game [2d\|3d] [name] OR [tweet-url]` | One-shot pipeline (~10 min): scaffold, pixel art, design, audio, promo video, deploy to here.now, monetize on Play.fun | | `/make-game` | Multi-session game-dev workflow: idea → scaffold → development phases with milestones, ADRs, and `docs/STATE.md` | | `/improve-game [focus]` | Deep audit + implement highest-impact improvements | | `/design-game [path]` | Audit and improve visual polish | | `/add-feature [description]` | Add a gameplay feature following architecture patterns | | `/add-assets [path]` | Replace geometric shapes with pixel art sprites | | `/retrodiffusion [prompt]` | Generate true pixel art sprites/tilesets/animations via Retro Diffusion API (paid) | | `/add-audio [path]` | Add Strudel.cc music and sound effects | | `/monetize-game [path]` | Register on Play.fun, add SDK, get monetized URL | | `/qa-game [path]` | Add Playwright QA tests | | `/review-game [path]` | Code review for architecture + best practices | All commands are prefixed with `game-creator:` when installed as a plugin (e.g., `/game-creator:viral-game`). ## Agents | Agent | Description | Preloaded Skills | |-------|-------------|------------------| | `game-creator` | Autonomous end-to-end pipeline with build/visual gates (no user confirmation between steps) | — (delegates to subagents) | | `game-reviewer` | Reviews codebases for architecture compliance, performance, and monetization readiness | `game-architecture` | | `game-qa-runner` | Runs Playwright test suites, diagnoses failures, fixes code, and re-runs until green | `game-qa`, `game-architecture` | | `game-deploy` | Deploys games to here.now (default), GitHub Pages, Vercel, or itch.io with pre/post validation | `game-deploy` | ## Examples 8 complete example games in `examples/`, demonstrating both engines: | Game | Engine | Description | |------|--------|-------------| | `flappy-bird` | Phaser 3 | Classic flappy clone — 5 scenes, 15 Playwright tests, full audio | | `barn-defense` | Phaser 3 | Tower defense game | | `vampire-survivors` | Phaser 3 | Survivors-like auto-attacking game | | `example-game` | Phaser 3 | Asteroid dodger (generated by `/viral-game` test run) | | `flappy-bird-3d` | Three.js | 3D flappy bird variant | | `flight-simulator` | Three.js | Flight sim with terrain | | `labyrinth` | Three.js | 3D maze game | | `singularity-run` | Three.js | Endless runner with matrix rain effects | ```bash cd examples/flappy-bird npm install npm run dev # http://localhost:3000 npm run test # Playwright tests npm run build # Production build to dist/ ``` ## Templates `/viral-game` copies a runnable starter project from `templates/` — not generated from scratch. Both templates include all dependencies, the full EventBus/GameState/Constants architecture, QA scripts, and procedural graphics (no asset files). | Template | Engine | Includes | |----------|--------|----------| | `phaser-2d` | Phaser 3 | Boot/Game/GameOver scenes, Player entity, ScoreSystem, arcade physics, high-DPI support | | `threejs-3d` | Three.js | Game orchestrator, Player mesh, LevelBuilder, HTML overlays, InputSystem (touch + keyboard) | Both templates ship with `scripts/verify-runtime.mjs` (headless runtime check), `scripts/iterate-client.js` (action replay + screenshots), `scripts/validate-architecture.mjs` (pattern validator), and `scripts/example-actions.json` (default test actions). ## Tech Stack | Layer | Technology | |-------|-----------| | 2D Engine | Phaser 3 (`^3.90.0`) | | 3D Engine | Three.js (`^0.183.0`) | | Audio | Strudel.cc (`@strudel/web ^1.3.0`) — AGPL-3.0 | | Build | Vite (`^7.3.1`) | | Testing | Playwright (`^1.58.0`) + axe-core (`^4.11.0`) | | Monetization | [Play.fun](https://play.fun) (OpenGameProtocol) | | Language | JavaScript ES modules | ## Quality Assurance QA is built into every code-modifying step of the pipeline via a dedicated QA subagent: 1. **Build** — `npm run build` catches compilation errors 2. **Runtime** — Headless Chromium checks for WebGL errors, uncaught exceptions, console errors 3. **Gameplay** — Iterate client replays game-specific actions, verifies scoring works and death triggers 4. **Architecture** — Validates EventBus/GameState/Constants patterns, flags magic numbers 5. **Visual** — Playwright MCP screenshots check entity visibility, safe zone compliance, button labels If any phase fails, an autofix subagent patches the code and QA re-runs (up to 3 attempts). Problems are caught when introduced, not at the end of the pipeline. ## Play.fun Integration The `/monetize-game` command (and Step 5 of `/viral-game`) registers games on [Play.fun](https://play.fun) and integrates the browser SDK: 1. Authenticate via web callback or manual paste 2. Register game with anti-cheat limits based on scoring system 3. Add CDN script + `src/playfun.js` (wires EventBus to `addPoints()`/`savePoints()`) 4. Rebuild and redeploy The SDK is non-blocking — if it fails to load, the game still works. Points buffer locally during gameplay and sync on game over. ## License MIT (games using `@strudel/web` for audio must use an AGPL-3.0-compatible license) ## Star History <a href="https://www.star-history.com/?repos=playableintelligence%2Fgame-creator&type=date&legend=top-left"> <picture> <source media="(prefers-color-scheme: dark)" srcset="https://api.star-history.com/chart?repos=playableintelligence/game-creator&type=date&theme=dark&legend=top-left" /> <source media="(prefers-color-scheme: light)" srcset="https://api.star-history.com/chart?repos=playableintelligence/game-creator&type=date&legend=top-left" /> <img alt="Star History Chart" src="https://api.star-history.com/chart?repos=playableintelligence/game-creator&type=date&legend=top-left" /> </picture> </a>