
RandallLiuXin
RandallLiuXin / game-planner
557Clarifies game design requirements and produces a Game Design Document (GDD). Use this skill BEFORE writing any game code.
RandallLiuXin / gdunit-driver
557Run gdUnit4 unit tests and parse results into structured output. Use this skill after writing or modifying code to verify correctness via unit tests, when diagnosing test failures, or when writing new test files. Triggers: "run tests", "test fails", "write a test", any gdUnit4/unit test mention.
RandallLiuXin / gm-asset
557Asset stage manager. Reads current-tag ASSETS.md gaps, accepts user-provided assets, plans visual production units, dispatches asset-producer subagents, collects validated Asset Skill results, updates ASSETS.md directly, and emits minimal worker runtime snapshots from that one authority.
RandallLiuXin / gm-finalize
557Seal the current tag: snapshot the per-tag working docs into docs/tags/<Tag>/, write a CHANGELOG entry, run `git tag`, and reset per-tag runtime state for the next /gm-gdd round. Does NOT package a release — that lives in a separate skill. Explicit invocation only — use /gm-finalize.
RandallLiuXin / godot-e2e
557Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing.
RandallLiuXin / gdtoolkit
557Lint and format GDScript files using gdtoolkit (gdlint + gdformat). Use after writing or modifying .gd files, when asked to check code style, fix lint errors, format code, or set up linting configuration. Also use when gdlint/gdformat errors appear in output and need diagnosis.
RandallLiuXin / gecs
557gecs ECS framework API reference — the Entity-Component-System addon for Godot 4.x used by this project. Covers Entity, Component, System, World, QueryBuilder, Relationship, Observer, CommandBuffer, SystemTimer.
RandallLiuXin / gm-build
557Implement game mechanic functions via worker dispatch. Covers risk-first then main implementation. Dispatches workers until PLAN is clean, then runs one verify+review pass; loops until convergence. Explicit invocation only — use /gm-build.
RandallLiuXin / gm-fixgap
557Fix gaps identified by the Evaluator. Generates GAP.md from evaluation.json, dispatches workers to address critical/major issues, then runs one final verify+review pass. Unlike gm-build (PLAN.md-driven), gm-fixgap is GAP.md-driven. Explicit invocation only — use /gm-fixgap.
RandallLiuXin / gm-gdd
557Game Design Document phase for one tag. On the first ever run, runs the full Socratic interview, produces GDD.md, and derives ROADMAP.md (split into SemVer-tagged release tags).
RandallLiuXin / gm-rescue
557Self-diagnostic skill for godotmaker itself. Invoked when the main pipeline can't make progress (e.g. several fixgap rounds in a row failed to converge)
RandallLiuXin / phantom-camera
557Guidance for using the optional Phantom Camera Godot addon in generated projects. Use when a Godot 4 game explicitly opts into Phantom Camera, already has the addon installed, or needs camera behavior that is cleaner with multiple virtual cameras than with a hand-written Camera2D script.
RandallLiuXin / screenshot
557Capture gameplay screenshots using godot-e2e for visual verification. Use when you need to: take a screenshot of the running game, capture multiple screenshots during an E2E scenario, generate reference.png, visually verify game state, or provide screenshots for VQA analysis.
RandallLiuXin / visual-qa
557Visual quality assurance: analyze game screenshots for defects, compare against reference, check motion in frame sequences. Supports runtime-native inspection plus Gemini or OpenAI API-backed VQA.
RandallLiuXin / gm-evaluate
557Evaluate the current tag's quality: enforce the playable-closed-loop gate, maintain a single cross-tag e2e/ suite that always reflects the current game (add tests for new mechanics, prune tests for mechanics this tag deliberately removed), and reason about gameplay quality.
RandallLiuXin / gm-scaffold
557Scaffold a new Godot project: project.godot + addons + base directories + e2e/conftest.py + initial git commit. Lifetime-once role — runs only on fresh projects. Explicit invocation only — use /gm-scaffold.
RandallLiuXin / gm-verify
557Mechanical verification of the built game: headless build, unit tests, lint, static checks. Explicit invocation only — use /gm-verify.
RandallLiuXin / GodotMaker
558Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
RandallLiuXin / project-scaffold
557Generate a new Godot game project with standardized ECS structure and tooling. Use when starting a new game: "create a project", "set up a new game", "scaffold", "initialize", "new project", "start building", "let's make it".
RandallLiuXin / compact-prop-pack
557Produce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for every declared prop.
RandallLiuXin / fx-bundle
557Produce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.
RandallLiuXin / gm-accept
557Present final results to the user for acceptance. Shows evaluation results, evaluator screenshots, and asks for confirmation. Explicit invocation only — use /gm-accept.
RandallLiuXin / mcp-driver
557Runtime debugging and live project inspection via godot-mcp. Use when headless tools cannot diagnose the problem: code compiles but runtime behavior is wrong, tests pass but the game does not work as expected, or you need to inspect live state (node tree, console output, rendering).
RandallLiuXin / tileset
557Generate a fixed-profile terrain atlas and compile it into a native Godot TileSet. Use for reusable terrain libraries, never for designing a TileMap.
RandallLiuXin / background-map
557Generate and validate a fixed-viewport background, map base, or parallax plate as a ready-to-load Texture2D.
RandallLiuXin / platform-strip
557Generate non-pixel-art, horizontally repeatable platform strips from real image sources as fixed Texture2D cells or AtlasTexture regions.
RandallLiuXin / portrait
557Generate and validate one character portrait for a UI display slot as a ready-to-load Texture2D.
RandallLiuXin / character-bundle
557Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation plan.
RandallLiuXin / scene-prop-set
557Generate non-pixel-art scene prop sets from one real source sheet and deliver fixed-slot AtlasTexture resources.
RandallLiuXin / card-kit
557Produce reusable card art sources and native Godot card UI resources.
RandallLiuXin / input-mapper
557Manage Godot input action mappings in project.godot. Use when adding input actions, changing key bindings, setting up controls for a new genre, or validating that all referenced actions exist.