Superlazy Worktree
Silent isolated workspace setup. Use when starting feature work that needs isolation from the current workspace, or before executing an implementation plan.
Superlazy Verify
Evidence before any completion claim. Use immediately before saying done/fixed/passing, before any ✅, and before committing or creating a PR.
Superlazy
Core silent coding mode. Use before writing or modifying ANY code. Minimal code, minimal output, full quality. Always load this first; every other superlazy-* skill assumes this contract.
Superlazy Debug
Silent root-cause debugging. Use on any bug, test failure, build failure, or unexpected behavior, BEFORE proposing or writing any fix.
Superlazy Plan
Silent planning and execution for multi-step tasks. Use when a task spans several files/steps, or when a written plan exists and must be executed.
Superlazy Subagents
Silent subagent-driven plan execution. Use when executing an implementation plan with independent tasks and subagent support is available.
Superlazy Tdd
Silent test-driven development. Use when implementing any feature or bugfix in a project that has a test setup, before writing implementation code.
Superlazy Skill Creator
Create or improve skills with minimal tokens. Use when the user wants a new skill, wants to edit/optimize an existing skill, or wants a workflow captured as a skill.
Superlazy Review
Silent code review — giving and receiving. Use after completing a task/feature before calling it done, and whenever review feedback arrives, before implementing any suggestion.
Superlazy Mcp
Build MCP servers with minimal tokens. Use when creating or modifying an MCP (Model Context Protocol) server integrating any external API or service, in TypeScript or Python.
Browser Engine
Build browser games that are actually PLAYABLE — 2D or 3D — not tech demos. Use for ANY request to build, prototype, or fix a game that runs in a web browser (canvas/WebGL/WebGPU) — top-down, platformer, shooter, puzzle, 3D. Kills the #1 AI-game failure where "solid" objects are just drawn and the player walks straight through them. Routes to game-collision (make it solid) and game-optimization (…
Game Collision
Make browser-game objects ACTUALLY solid — the fix for the #1 AI-game failure where a rock is drawn but the player walks straight through it. Use whenever anything in a game must block, hit, stand on, or push anything else. Covers the sprite≠body rule, footprint hitboxes (collide at the base, not the whole picture), tilemap collision layers, y-sort depth (walk behind the tree), axis-separated res…
Brainstorm Game Design
Brainstorm-mode for designing a browser game's CONCEPT before any code — pillars, core loop, player fantasy, mechanics, scope, win/loss. Use when the user wants to design a new game, rethink an existing one, or figure out "what is this game." Facilitates the brainstorm AND writes every accepted decision into game-design/GDD.md in the user's project so no agent (Claude, Cursor, Antigravity) ever l…
Game Optimization
Make a browser game hold a rock-solid 60fps (or 120+) under real load, in 2D or 3D. Use whenever a game stutters, slows as entities spawn, runs at different speeds on different machines, or before claiming a game is "done." Covers the fixed-timestep game loop (framerate-independent, deterministic physics), object pooling (zero-GC steady state), sprite batching / texture atlases (fewer draw calls)…
Brainstorm Level Design
Brainstorm-mode for designing a browser game's LEVELS and encounters — layout, pacing, difficulty curve, teaching mechanics, critical path, secrets. Use when designing a level, stage, room, arena, or wave, or planning a game's progression. Reads game-design/GDD.md for the game's pillars, then writes each level to game-design/levels/<name>.md so no agent loses the design. Kills flat, arbitrary lev…
Shadcn
Manages shadcn components and projects — adding, searching, fixing, debugging, styling, and composing UI, including chat interfaces. Provides project context, component docs, and usage examples. Applies when working with shadcn/ui, component registries, presets, --preset codes, or any project with a components.json file. Also triggers for "shadcn init", "create an app with --preset", or "switch t…
Isekai
Agency-grade ($10,000+) website building. Use for ANY website, landing page, portfolio, marketing site, or web app UI — whenever the user asks to build, redesign, or improve a web page, even if they don't mention design. Kills the default AI-website look; motion-native (framer-motion scroll animations), image-rich (people don't read), typography-correct, 5th-grader-clear UX.
Isekai Backend
Ship a sellable full-stack app, not a frontend mockup. Use whenever a build needs real data, accounts, payments, or a live URL — auth, database schema, Row Level Security, file storage, or deploying to production. Stack is Next.js + Supabase (Postgres/Auth/Storage) + Vercel, all on free tiers. Pair with the isekai skill for the UI and the shadcn skill for components.
Claude Davinci
Make Claude create actual images, including photorealistic ones. Use whenever the user wants any image, picture, photo, art, illustration, logo, icon, wallpaper, poster, banner, avatar, pixel art, generative art, texture, or asks to "draw" / "paint" / "generate an image" — even though Claude "can't generate images". Photo mode drives a real image model (Gemini/OpenAI/free fallback); vector mode p…