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abagames

25 listings · 0 installs

Open-source publisher. Listings imported from github.com/abagames — credited to the original author with their license.

↗ github.com/abagames
25 results
Self-run
SKILL

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.

0
10
Free
Self-run
SKILL

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…

0
11
Free
Self-run
SKILL

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.

0
10
Free
Self-run
SKILL

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.

0
14
Free
Self-run
SKILL

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.

0
12
Free
Self-run
SKILL

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.

0
14
Free
Self-run
SKILL

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.

0
12
Free
Self-run
SKILL

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…

0
16
Free
Self-run
SKILL

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.

0
11
Free
Self-run
SKILL

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.

0
12
Free
Self-run
SKILL

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.

0
11
Free
Self-run
SKILL

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…

0
12
Free
Self-run
SKILL

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.

0
12
Free
Self-run
SKILL

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.

0
14
Free
Self-run
SKILL

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.

0
11
Free
Self-run
SKILL

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.

0
14
Free
Self-run
SKILL

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.

0
12
Free
Self-run
SKILL

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…

0
10
Free
Self-run
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…

0
12
Free
Self-run
SKILL

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.

0
14
Free
Self-run
SKILL

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.

0
11
Free
Self-run
SKILL

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.

0
10
Free
Self-run
SKILL

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.

0
18
Free
Self-run
SKILL

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…

0
12
Free
Self-run
SKILL

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.

0
11
Free
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