Headless Godot
Headless Godot (4.2+) development rules: CLI conventions, export, scene editing via script, and testing. Use when running Godot CLI commands, editing .tscn via script, or exporting in headless mode.
Smoke Testing Web Games
Smoke-tests a browser game build by loading it in a headless browser, letting it idle, then sending input bursts, and failing on any console error, uncaught exception, or page crash. Use as a machine gate after implementing or changing a web game, especially to catch code that passes mock or simulator tests but crashes in a real browser. Checks runtime health only — it does not evaluate gameplay…
Designing One Button Games
Designs original one-button mini-games using tap, hold, and release controls, with emphasis on novelty, risk/reward, and a short difficulty curve. Use when planning mechanics, scoring, game-over conditions, and difficulty curves for games controlled by a single binary input. For multi-button mini-games, use `designing-mini-games` instead.
Generating Dot Assets
Generates transparent pixel-art object assets from a subject and target pixel size using a host-provided image-generation tool, chroma-key removal, pixelization, exact canvas fitting, and PNG validation. Use for game objects, sprites, props, item icons, and diorama layers. Requires Codex's built-in `image_gen` (or an equivalent image-generation entry point) and ImageMagick `convert` on PATH.
Developing With Crisp Game Lib
Creates or repairs browser mini-games specifically using crisp-game-lib. Use only when the user explicitly asks for crisp-game-lib or the existing project already uses it; skip for Godot, Unity, Phaser, canvas-only, or unspecified engine requests.
Scaffolding Godot Mini Games
Scaffolds a minimal Godot mini-game project from a reusable infrastructure-only template. Use when starting a Godot 4.2+ mini-game that needs headless tests, Web export defaults, canvas shell, telemetry helpers, and procedural audio primitives.
Evaluating Gameplay Balance
Evaluates and improves gameplay balance from telemetry in any engine. Use when comparing monotonous vs exploratory play, diagnosing death/spawn/scoring/input issues, or proposing structural balance fixes instead of numeric tuning.
Extracting Agent Skills
Distills reusable agent skills (procedures, validation loops, debugging methods, tool-use patterns, decision rules) from completed, abandoned, paused, or failed projects. Use when closing/archiving a project, reducing side-project sprawl, or when the user asks to extract/harvest/distill/generalize project knowledge into reusable agent capabilities. Enforces trigger/validation/transferability chec…
Refining Workflows From Artifacts
Refines a reusable agent workflow based on an actual execution result, review, failure, or simulation output. Classifies problem causes (task/execution/workflow/evaluation/capability-boundary/output-format/overconstraint) before proposing the smallest workflow diff. Use when the user wants to improve a workflow, prompt, rubric, or agent skill after applying it to a real task.
Creating Godot Procedural Audio
Designs and implements procedural audio for Godot games. Use when creating runtime SFX with Godot built-in audio APIs, mapping game events to timbre, or avoiding external audio assets.
Implementing Gameplay Invariants
Translates game design prose into engine-neutral implementation invariants and validation checks. Use when implementing or reviewing game mechanics where idle, hold-only, mashing, spam, safe waiting, or repeated scoring pulses must be prevented from dominating skilled play.
Gating By Blind Restoration
Validate that one abstraction layer (a spec, design doc, schema, contract, or generated artifact) is self-sufficient by spawning an ISOLATED sub-agent that sees only that layer and must reconstruct the adjacent layer, returning pass / weak-pass / fail. Use when checking whether an extracted or generated artifact preserves enough structure to be rebuilt or used without the original source, and to…
Running Headless Godot
Runs reproducible headless Godot 4.2+ workflows for CLI commands, exports, scripted scene edits, and tests. Use when running Godot CLI commands, editing .tscn via script, capturing logs, or exporting in headless mode.
Styling Web Game Typography
Implements readable, licensed typography for distributed games (web export, downloadable, packaged). Use when defining theme-based text roles, adopting fonts, handling font licenses for redistribution, or checking HUD readability. Engine-agnostic core; Godot 4.2+ implementation patterns live in references/godot-patterns.md.
Verifying Turn Based Games
Verifies two-player strict-alternating-turn games via a pure-function engine contract and bot-ladder / WP-tension metrics. Use when designing or implementing board/card games that need replay, search, bot ladders, win-rate analysis, tension metrics, or decision-density evaluation. Skip for real-time, simultaneous-action, 3+ player, or single-player puzzle games.
Directing Game Visuals
Directs readable, coherent game visuals. Use when defining visual hierarchy, palette roles, screen composition, event feedback, or reducing generic AI-looking game art without relying on HUD text.
Maximizing Game Feel
Improves the tactile satisfaction (\"game feel\") of action games whose visuals are functional but flat. Use when a game runs correctly but feels lifeless; applies to players, enemies, obstacles, projectiles, and items.
Migrating Agents Md To Control Flow
Audits repositories that rely heavily on AGENTS.md, CLAUDE.md, copilot instructions, or similar agent instruction files, then migrates repeatable workflows into skills, mandatory checks into scripts/hooks/CI, and leaves only stable repo context, policy, and workflow entrypoints in repo instructions. Use when the agent is asked to reduce long natural-language agent instructions, create agent skill…
Extracting Spec Design Ladders
Reverse-engineer existing source code into a two-layer artifact ladder — a concrete reproduction spec (preserves behavior-affecting constants, same-tick ordering, input edges, collision/threshold semantics; drops cosmetics) and an abstract design doc (intentionally omits reproduction detail and records what is unspecified vs. safe-to-assume). Use to document or recover a program's intent and repr…
Critiquing Own Response
Performs structured, ruthless critical self-review of the agent's own immediately preceding response. Use ONLY when the user explicitly requests critical-thinking, self-critique, criticalthink, or asks the agent to challenge / poke holes in its own prior answer. Do not use for code review of someone else's code, normal follow-up questions, or summarizing the prior answer.
Humanizing Bilingual Ai Writing
Revises English and Japanese AI-generated or AI-sounding prose so it reads like credible human writing while preserving facts, intent, audience, and bilingual consistency. Use when the user asks to remove \"AI-ness\", humanize, de-template, naturalize, localize, or polish English/Japanese documents, profiles, essays, announcements, emails, website copy, proposals, or paired bilingual text.
Designing Minimal Game Rules
Turns an abstract game-design seed into a minimal discrete-state rule system by generating conflict-axis candidates, stress-testing with Rule Breaker and Strategy Breaker roles, then reducing to the smallest surviving core. Use when designing a compact turn-based or step-based game that must work without numeric tuning, manual level design, or aesthetic polish.
Generating Retro Arcade Concepts
Batch-generates, evaluates, and specs multiple fixed-screen arcade game concepts in the style of 1978-1983 cabinets. Use when asked to brainstorm several new arcade games at once, produce a concept slate to choose from, or turn era/hardware constraints into ranked concepts plus implementation specs. For hardening a single already-chosen concept, use designing-mini-games instead.
Designing Retro Arcade Sound Kits
Designs and validates event-driven retro-arcade sound kits (SFX + jingles) where game code emits abstract event names and an adapter/synth layer maps and plays them. Use when authoring a per-game arcade sound set, deciding which moments need a one-shot SE vs a jingle vs no sound, keeping SEs from drifting into background music, or preserving a fixed-hardware audio character. Engine-agnostic; for…
Designing Mini Games
Designs compact, playable game rules and controls. Use when defining a new mini-game concept, converting creative constraints into mechanics, checking state-variable necessity, or preventing idle/mashing from becoming optimal. For games controlled by a single button, use designing-one-button-games instead.