Install
$ agentstack add skill-0xheycat-isometric-game-skills-using-isometric-skills ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Using Isometric Skills (Router)
Overview
This is the meta-skill. Isometric games fail when you jump straight into code or art without picking the right workflow. This skill maps an incoming request to the exact specialized skill that should handle it, in the correct order: art direction -> asset generation -> asset processing -> engine -> gameplay -> polish.
When to Use
- The user asks for anything isometric and you are not sure which skill applies.
- You are tempted to free-style a renderer, tile, or sprite without a workflow.
- A task spans multiple stages (art + engine) and needs sequencing.
Process
- Classify the request into one phase: Art Foundations, Asset Generation, Asset Processing, Engine & Rendering, Gameplay, or Polish.
- Open the matching skill from the table below and follow it exactly. Do not improvise.
- If the task spans phases, run skills in pipeline order (art -> assets -> processing -> engine -> gameplay -> polish).
- Lock art direction FIRST. Every asset skill depends on a single agreed style sheet.
- Return to this router whenever the user changes scope.
Routing table
| If the task is about... | Use skill | |---|---| | Low-VRAM ComfyUI / model setup | comfyui-lowvram-setup | | Choosing a consistent art style | isometric-art-direction | | Ground tiles that tile seamlessly | seamless-isometric-terrain | | Trees, rocks, props | isometric-object-sprites | | Houses, barns, shops | isometric-building-sprites | | Characters, 8-direction | isometric-character-sprites | | Animated water, fire, windmills | animated-sprite-generation | | Removing backgrounds / edges | transparent-cutout-cleanup | | Packing sprites into an atlas | spritesheet-atlas-packing | | Auto edge transitions | autotiling-transitions | | Grid screen math | isometric-grid-math | | Drawing the world on canvas | canvas2d-isometric-renderer | | Things drawn in wrong order | depth-sorting-occlusion | | Map file format | tilemap-data-format | | Moving units around obstacles | isometric-pathfinding | | Pan / zoom camera | camera-pan-zoom-controls | | Click-to-select a tile | tile-picking-interaction | | Frame drops, lag | canvas-performance-optimization | | Automating the asset pipeline | asset-pipeline-automation |
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality | |---|---| | "This task is simple, I do not need a skill" | Simple tasks are where silent inconsistencies enter. Route it anyway. | | "I will pick the skill later" | Order matters. Wrong order means re-generating assets twice. |
Red Flags - STOP if you catch yourself:
- Writing renderer code before art direction is locked.
- Generating assets in 3 different styles because no style sheet exists.
- Skipping straight to gameplay before the world renders correctly.
Verification
You are NOT done until every box is checked:
- [ ] The request is mapped to exactly one starting skill.
- [ ] Multi-phase tasks have an explicit skill order written down.
- [ ] Art direction is locked before any asset is generated.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: 0xheycat
- Source: 0xheycat/isometric-game-skills
- License: MIT
- Homepage: https://0xheycat.github.io/isometric-game-skills/demo/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.