14,560 skills found ¡ Page 368 of 486
RandallLiuXin / GodotMakerAutonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode
RandallLiuXin / game-plannerClarifies game design requirements and produces a Game Design Document (GDD). Use this skill BEFORE writing any game code.
RandallLiuXin / gdunit-driverRun 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-assetAsset 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-finalizeSeal 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 â that lives in a separate skill. Explicit invocation only â use /gm-finalize.
RandallLiuXin / godot-e2eWrite and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP â Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing.
RandallLiuXin / gdtoolkitLint 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 / gecsgecs ECS framework API reference â 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-buildImplement 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 â use /gm-build.
RandallLiuXin / gm-fixgapFix 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 â use /gm-fixgap.
RandallLiuXin / gm-gddGame 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-rescueSelf-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-cameraGuidance 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 / screenshotCapture 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-qaVisual 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-evaluateEvaluate 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-scaffoldScaffold a new Godot project: project.godot + addons + base directories + e2e/conftest.py + initial git commit. Lifetime-once role â runs only on fresh projects. Explicit invocation only â use /gm-scaffold.
RandallLiuXin / gm-verifyMechanical verification of the built game: headless build, unit tests, lint, static checks. Explicit invocation only â use /gm-verify.
michael-denyer / setup-pstackConfigure which models pstack uses per role. Detects available models and writes the current runtime's override sheet. Use for /setup-pstack, "configure pstack models", changing pstack's model choices, or turning the SessionStart hook on or off.
RandallLiuXin / project-scaffoldGenerate 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".
michael-denyer / reflectSpawn three parallel review subagents over the active transcript, surface learnings, and route each to a concrete edit on an existing skill
michael-denyer / show-me-your-workKeep a reviewable decision trail for long-running or unattended work: a TSV log with one row per decision (what, why, evidence, result). Local by default; commit it when a reviewer needs the trail to trust the result.
RandallLiuXin / compact-prop-packProduce a reusable compact-prop atlas from one provider source sheet, with independently loadable AtlasTexture resources for every declared prop.
RandallLiuXin / fx-bundleProduce a standalone static Texture2D effect or one explicitly timed animated SpriteFrames effect.
RandallLiuXin / tilesetGenerate a fixed-profile terrain atlas and compile it into a native Godot TileSet. Use for reusable terrain libraries, never for designing a TileMap.
RandallLiuXin / gm-acceptPresent final results to the user for acceptance. Shows evaluation results, evaluator screenshots, and asks for confirmation. Explicit invocation only â use /gm-accept.
RandallLiuXin / mcp-driverRuntime 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).
michael-denyer / poteto-helpGuides users through pstack setup, /poteto-mode, and picking the skill, playbook, or principle for a task. Type /poteto-help with a question.
michael-denyer / poteto-modepoteto's agent style for concise, detailed responses, deliberate subagents, unslopped prose, simple code, and verified work. Use for poteto, /poteto-mode, or requests to work in this style.
michael-denyer / statechartCheck a TLA+ model of a system that moves between states, such as a product flow, a protocol, or a service, and draw it as a Mermaid statechart. The report gives the shortest path to each state that breaks a rule. Use for /statechart, or to show a bug as a path through states.