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SummerEngine

100 listings · 0 installs

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

↗ github.com/SummerEngine
100+ results
Self-run
SKILL

Pixel Art

Use when generating pixel-art assets — sprites, items, tiles, portraits in a pixel style at a specific resolution (32×32, 64×64, 128×128). Pixel-perfect grid, limited palette, retro feel. Trigger on "pixel art", "8-bit art", "16-bit sprite", "pixel sprite", "retro tileset", "pixel icon", "pixel portrait".

0
28
Free
Self-run
SKILL

Animation Tree

Use when the user has clips on a character and needs them to play in response to gameplay — idle/walk/run blend, attacks that interrupt locomotion, hit reactions that override everything. Designs and wires AnimationTree state machines and blend trees in Godot 4.5. Trigger on "AnimationTree", "state machine", "blend tree", "transition", "play animation when", "character keeps T-posing", "wire anim…

0
30
Free
Self-run
SKILL

Audio Direction

Use when defining the sonic identity — music style, instruments, SFX vocabulary, dynamic music plan. Outputs an audio bible at `.summer/audio-bible.md`. Trigger on "audio direction", "audio bible", "music style", "sound design", "what should it sound like", "dynamic music".

0
29
Free
Self-run
SKILL

Tune Performance

Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summer_get_diagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on "slow", "lag", "fps drop", "stuttering", "performance", "optimize", "profile", "…

0
27
Free
Self-run
SKILL

3d Lighting

Use when setting up lighting in a 3D scene — adding lights, configuring WorldEnvironment, sky, or shadows. Covers DirectionalLight3D vs Omni vs Spot, shadow tuning, ambient/sky-driven lighting, and Godot 4.5-era conventions. Trigger on "lighting", "shadows", "WorldEnvironment", "sun", "ambient", "sky", "light".

0
24
Free
Self-run
SKILL

Game Feel

Add juice: hit-flash, trauma-based camera shake, and audio ducking wired so one hit fires all three — for games that feel flat or lack impact.

0
6
Free
Self-run
SKILL

Asset Strategy

Route any 'I need a [thing]' asset request to the right specialist skill — disambiguates 2D / 3D / audio / video / VFX / animation pipelines.

0
6
Free
Self-run
SKILL

Organic Model

Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with shrubs", "scatter some boulders".

0
25
Free
Self-run
SKILL

Scene Composition

Use when building or organizing scenes in Godot — node hierarchy conventions, when to extract sub-scenes, reusable prefab patterns, instance vs add-node decisions. Trigger on "scene", "sub-scene", "instance", "prefab", "node hierarchy", "scene structure", "PackedScene".

0
29
Free
Self-run
SKILL

Sprite Sheet

Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character animation".

0
32
Free
Self-run
SKILL

Scene To Level

Use when the user wants to go from a single scene reference image (a screenshot or concept art of how the final game should look) all the way to a playable Godot scene populated with the right assets and terrain. Orchestrates concept → asset pack → terrain → composition → scene assembly. Trigger on "build this scene", "make this playable", "I want a level that looks like this", "from a screenshot…

0
32
Free
Self-run
SKILL

Tileable Texture

Use when generating a seamless tileable texture for walls, floors, terrain, ceilings — square tile that repeats cleanly on all four edges. Wires onto PlaneMesh / CSGBox3D / MeshInstance3D as a StandardMaterial3D albedo. Trigger on "tileable texture", "seamless texture", "wall texture", "floor texture", "ground texture", "terrain texture", "tiled material".

0
35
Free
Self-run
SKILL

Create Asset Sheet

Use when the user wants to generate a pack of 2D game assets from a single prompt — a tile sheet, UI kit, menu screen, character pack, or biome set. The skill plans the prompt, generates a coherent sheet, removes the background, vision-detects each item, classifies it, and saves as a single pack ArtAsset. Trigger on "asset sheet", "asset pack", "tile sheet", "tileset", "UI kit", "asset pack for",…

0
32
Free
Self-run
SKILL

Browse Templates

Use when the user wants to see available Summer Engine project templates, start from an existing template, or asks "what templates exist?" — fetches the live list from github.com/SummerEngine, presents the choices, and creates a project from the chosen template via `summer create <slug> <project-name>`. Trigger on "templates", "starter", "boilerplate", "from a template", "what's available", "show…

0
28
Free
Self-run
SKILL

Summer

Use when the user types "/summer <anything>" — adopts the Summer Engine game-dev persona and routes the request through the Summer skill family. Trigger on any message starting with "/summer ", or "as Summer" / "in Summer mode" / "using Summer" framings.

0
35
Free
Self-run
SKILL

Asset Strategy

Use when planning asset creation, picking an asset pipeline, or routing an "I need a [thing]" request to the right specialist skill. Disambiguates between 2D / 3D / audio / video / VFX / animation pipelines and dispatches via the Skill tool. Trigger on "assets", "asset pipeline", "make a model", "I need a sound", "create concept art", "generate something", broad creative requests.

0
33
Free
Self-run
SKILL

New Project

Use when the user wants a fresh blank Summer Engine project — not from a template. Asks one question (project name) and runs `summer create empty <name>`. Trigger on "new project", "blank project", "empty project", "from scratch", "start fresh", "create new game", "blank canvas", "scaffold a project".

0
32
Free
Self-run
SKILL

Retarget

Use when the user wants to apply existing animation clips from one rigged character to a different rigged character — same library, multiple models, no regeneration. Trigger on "retarget", "reuse animation", "apply to other character", "same animations on different model", "share animation library".

0
32
Free
Self-run
SKILL

Make Game

Use when the user says "make me a game", "build me a game", "I want to make a [genre] game", "let's build something" — the orchestration spine that runs the full game-dev pipeline: brainstorm → plan → scaffold → build core mechanics → art direction → audio → polish/VFX → verify → ship. Delegates to specialist skills with explicit checkpoints between phases. Trigger on "make a game", "build me a g…

0
35
Free
Self-run
SKILL

Character Portrait

Use when generating a single, polished bust/portrait of a character for dialogue UI, character-select screens, lore cards, or codex entries. One character, locked composition, VN-style. Trigger on "character portrait", "dialogue portrait", "VN portrait", "character bust", "headshot", "character select image", "lore card art".

0
27
Free
Self-run
SKILL

Procedural Animation

Use when the user needs runtime-driven bone modification on top of clips — head look-at, foot IK on uneven ground, hand-grabs-prop, additive lean, hit-direction recoil. Code-and-modifier patterns, not generation. Trigger on "look at", "IK", "foot placement", "foot IK", "lean", "additive layer", "feet floating", "hand penetration", "head tracks player", "ragdoll".

0
29
Free
Self-run
SKILL

Generate Motion

Use when the user needs an animation clip on a rigged character — idle/walk/run/attack from the curated Meshy library. Picks the right curated motion, attaches the resulting clip to an AnimationPlayer. Trigger on "animation", "animate", "idle", "walk", "run", "attack animation", "motion", "mocap", "dance", "death animation".

0
21
Free
Self-run
SKILL

Sound Effect

Use when generating short SFX one-shots — footsteps, weapon swings, UI clicks, hit impacts, environmental cues. Wires the resulting clip as an AudioStreamPlayer / 2D / 3D and auto-frees on finished. Trigger on "make a sword swing sound", "generate a UI click", "I need a footstep", "add a hit sound", "spawn an SFX".

0
28
Free
Self-run
SKILL

Skybox Panorama

Use when generating a 360° panoramic sky image for use as a Sky resource (PanoramaSkyMaterial) in a 3D scene. Equirectangular projection, 2:1 aspect. Wires into WorldEnvironment.sky. Trigger on "skybox", "sky panorama", "360 background", "environment sky", "HDRI sky", "panoramic background", "panorama sky".

0
30
Free
Self-run
SKILL

Prop Model

Use when generating a single static 3D prop — sword, barrel, chest, lantern, throne, statue, crate, key, potion, banner. One isolated object, no rigging, wired into the scene as a MeshInstance3D. Trigger on "make a sword", "generate a chest", "I need a barrel", "add a lantern model", "give me a treasure prop", "create a statue".

0
22
Free
Self-run
SKILL

Character Model

Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a character", "generate the player", "I need an enemy model", "create an NPC", "rigged…

0
25
Free
Self-run
SKILL

Art Direction

Use when defining the visual style of the game — references, palette, mood, lighting plan, post-processing, do/don't list. Outputs an art bible at `.summer/art-bible.md`. Trigger on "art direction", "art bible", "visual style", "color palette", "what should it look like", "the look".

0
35
Free
Self-run
SKILL

Gdscript Patterns

Use when writing or refactoring GDScript — type hints, signals, exports, onready, lifecycle methods (`_ready` vs `_process` vs `_physics_process`), `get_node` vs `$NodePath`, naming conventions. Trigger on "GDScript", "script", "signals", "exports", "onready", "_ready", "_process".

0
35
Free
Self-run
SKILL

Use Widget Asset

Use when consuming a widget slice (panel, button, slider, progress bar, or toggle pair) from a `create-asset-sheet` pack into a Godot scene. The pack's metadata.sliceMeta carries 9-slice margins, fill rects, and on/off pair links per slice — this skill explains how to wire those into NinePatchRect / TextureProgressBar / TextureRect so the asset behaves like a real UI control instead of a static t…

0
31
Free
Self-run
SKILL

Peer To Peer Multiplayer

Use when starting a multiplayer Godot game from scratch — peer-to-peer with host authority. Build the network architecture top-down so authoritative state, routing rules, and real-time rendering aren't bolted on later. Use BEFORE writing game logic, not after. Trigger on "multiplayer", "peer-to-peer", "p2p", "co-op", "host", "multiplayer architecture", "add multiplayer".

0
28
Free
Self-run
SKILL

Design Level

Use when designing a single level — layout, pacing, encounters, secrets, reward gating. Outputs a level design doc and a concrete node-tree skeleton for `summer_create_scene`. Trigger on "design a level", "design level 1", "tutorial level", "boss arena", "design the encounter", "make a level layout".

0
29
Free
Self-run
SKILL

Instantiate Asset Pack

Use when the user wants to import or spawn an entire asset pack (the multi-slice ArtAsset produced by `create-asset-sheet`) into the current scene — not a single slice, the whole pack. Reads the pack's per-slice metadata (zOrder, isComposite, parentSliceIndex, widget, bbox), groups composites, sorts children by paint order, and emits the Sprite2D / Node2D / NinePatchRect ops to lay it out correct…

0
25
Free
Self-run
SKILL

Fps Controller

Use when building an FPS, first-person movement, or a 3D character that walks, jumps, and reacts to external forces — production-quality first-person controller with WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. Trigger on "FPS", "first-person", "WASD", "character controller", "mouse look", "player movement", "jump".

0
23
Free
Self-run
SKILL

Setup Multiplayer

Use when the user wants to add multiplayer to an existing single-player game — co-op LAN, co-op online, competitive PvP, or lobbies/matchmaking. Strong opinion that you start with Godot's high-level MultiplayerAPI plus MultiplayerSpawner and MultiplayerSynchronizer; only roll custom networking with a justified reason. Walks peer authority, RPC patterns, replication graph, and irreversible archite…

0
29
Free
Self-run
SKILL

Vehicle Model

Use when generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter. Static mesh, optional secondary detail-texture pass, wired as Vehicle3D (player-driven) or MeshInstance3D (background). Trigger on "make a car", "spaceship model", "generate a mech", "I need a vehicle", "hover bike", "tank model", "racing car".

0
22
Free
Self-run
SKILL

Music Track

Use when generating a looped or cinematic music track. Loops are authored at >=30s with a marked loop point; cinematic tracks at >=60s linear. Trigger on "generate music", "make a calm track", "boss music", "title screen music", "main theme", "exploration loop", "combat track".

0
35
Free
Self-run
SKILL

Export And Ship

Use when the user is ready to export a build for distribution to Steam, itch.io, web (HTML5), iOS, Android, or any combination. Validates icons, store banners, screenshots, build config, and runs a pre-flight checklist before producing a release build. Trigger on "export", "ship", "release", "build", "Steam", "itch", "HTML5", "iOS", "Android", "submit", "publish".

0
19
Free
Self-run
SKILL

Ui Basics

Use when building Godot UI — HUDs, main menus, pause menus, health bars, progress bars, dialogue boxes, or any Control-node tree. Covers anchors, containers (VBox/HBox/Margin), responsive layout, and theme vs inline styling. Trigger on "UI", "HUD", "menu", "health bar", "Control", "anchors", "VBoxContainer", "main menu", "pause menu".

0
24
Free
Self-run
SKILL

Environment Kit

Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a kit for the temple".

0
27
Free
Self-run
SKILL

Adaptive Music

Use when wiring music stems to game state — combat / explore / boss / tension crossfades on a shared bus. Pairs generated stems with a state machine and AudioBus structure. Trigger on "adaptive music", "dynamic music", "music changes when combat starts", "layered music", "vertical music", "wire stems".

0
32
Free
Self-run
SKILL

Ambient Bed

Use when generating a long looping location ambience — forest at dawn, dungeon air, city street, spaceship hum, cave drip. Non-melodic, low-energy, never draws attention. Wires as a looping AudioStreamPlayer on the Ambient bus with a marked seamless loop. Trigger on "ambient bed", "room tone", "background ambience", "forest ambience", "dungeon air", "make it sound like a cave".

0
27
Free
Self-run
SKILL

Debug

Use when the user reports a bug, crash, error, or unexpected behavior in a Godot/Summer project, before making any code or scene changes — runs a disciplined script-errors → console → debugger → hypothesis → fix → verify loop. Trigger on "debug", "crash", "error", "broken", "not working", "freezes", "wrong".

0
26
Free
Self-run
SKILL

Concept Art

Use when the user is exploring art direction — wants 3-4 rough variants of a character, environment, or prop to pick a vibe before committing to a final asset. Generates a batch of evocative concept images, not finals. Trigger on "concept art", "art direction", "explore the look", "give me some variants", "what could this character look like", "mood board", "rough sketches".

0
32
Free
Self-run
SKILL

Voice Line

Use when generating TTS voice lines — NPC barks, narrator, dialogue. Includes voice-id discovery via summer_list_models family:'audio-voice', a character-to-voice decision tree, stability/style/similarity guidance, and the multi-line dialogue case via text_to_dialogue. Trigger on "make a voice line", "narrator", "NPC says", "voice for the merchant", "TTS line", "dialogue".

0
33
Free
Self-run
SKILL

Cinematic Cutscene

Generate a non-interactive cutscene — reference-locked look, a 5-10s image-to-video shot, optional TTS dialogue — wired as a fading VideoStreamPlayer.

0
8
Free
Self-run
SKILL

Headless Scripting

Run a GDScript file against Summer Engine from the shell for operations no MCP tool exposes — navmesh baking, collision shapes, TileSets, re-imports.

0
4
Free
Self-run
SKILL

Navigate Summer

When to open a Summer web page or editor surface FOR the user (billing, their games, the scene just built) versus acting through the API, using summer_open.

0
2
Free
Self-run
SKILL

Environment Kit

Generate a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corners — snap-together meshes sharing one visual style.

0
2
Free
Self-run
SKILL

Music Track

Generate a looped or cinematic music track — loops authored at >=30s with a marked loop point, cinematic tracks at >=60s linear.

0
26
Free
Self-run
SKILL

Organic Model

Generate organic 3D shapes — trees, rocks, mushrooms, coral, plants, vines, crystals — where AI artifacts read as natural irregularity.

0
2
Free
Self-run
SKILL

Concept Art

Explore art direction with 3-4 rough concept variants of a character, environment, or prop to pick a vibe before committing to a final asset.

0
2
Free
Self-run
SKILL

Auto Fire Targeting

Design or fix auto-fire weapon targeting (survivors, top-down ARPG, tower defense) — the pending-damage pattern that prevents over-commit and overkill.

0
2
Free
Self-run
SKILL

Gameskill

Capture what a game-dev session just learned as a reusable skill (project, user or Summer library) so the next session starts smarter.

0
5
Free
Self-run
SKILL

Ambient Bed

Generate a long looping location ambience — forest, dungeon, city, spaceship, cave — a looping AudioStreamPlayer on the Ambient bus with a seamless loop.

0
2
Free
Self-run
SKILL

Brainstorm Game

Turn a vague idea into a buildable plan — genre, scope, core loop, mechanics, art direction — written as a 1-page brief to .summer/GameSoul.md.

0
2
Free
Self-run
SKILL

Dispatching Parallel Agents

Work 2+ independent tasks in parallel when they share no state and have no sequential dependencies.

0
5
Free
Self-run
SKILL

Investigating Bugs

Systematic investigation of any bug, test failure, or unexpected behavior before proposing fixes.

0
3
Free
Self-run
SKILL

Fps Controller

Production-quality first-person controller — WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling.

0
2
Free
Self-run
SKILL

Animation Tree

Design and wire AnimationTree state machines and blend trees so clips respond to gameplay — locomotion blends, attack interrupts, hit reactions.

0
2
Free
Self-run
SKILL

Driving The Editor Ui

Drive the editor UI by name: invoke actions, clear blocking dialogs, switch the main screen, read a dock — and route scene work to the scene tools instead.

0
2
Free
Self-run
SKILL

Create Asset Sheet

Generate a pack of 2D game assets from one prompt — tile sheet, UI kit, character pack, or biome set — sliced, classified, and saved as one pack ArtAsset.

0
2
Free
Self-run
SKILL

3d Lighting

Set up 3D scene lighting — DirectionalLight3D vs Omni vs Spot, WorldEnvironment, sky, shadow tuning, ambient — per current Summer conventions.

0
2
Free
Self-run
SKILL

Browse Templates

List available Summer Engine project templates, present the choices, and create a project from the chosen one via summer create.

0
5
Free
Self-run
SKILL

Godogen Visual Proof Game Generation

Godogen-style game generation with a visual QC loop — capture frames from the running game, self-verify against the brief, bounded fix rounds, proof clip.

0
2
Free
Self-run
SKILL

Design Mechanic

Design one game mechanic in detail — input, response, feedback, failure modes, depth, tunables — outputs a design doc, node-graph sketch, GDScript stub.

0
2
Free
Self-run
SKILL

Design Npc

Design enemy/NPC/boss/companion behavior — perception, personality, intent, action state machine, telegraphs — outputs a GDScript stub plus node tree.

0
2
Free
Self-run
SKILL

Instantiate Asset Pack

Import a whole create-asset-sheet pack into the scene: groups composites, sorts paint order, emits Sprite2D/Node2D/NinePatchRect ops to lay it out.

0
2
Free
Self-run
SKILL

Character Portrait

Generate a single polished character bust for dialogue UI, character select, lore cards, or codex entries. One character, locked composition, VN-style.

0
5
Free
Self-run
SKILL

Brainstorming

Explore user intent, requirements, and design before implementation — must run before any creative work: features, components, mechanics, behavior.

0
2
Free
Self-run
SKILL

Peer To Peer Multiplayer

Start a multiplayer game from scratch with peer-to-peer host authority — network architecture built top-down, before writing game logic.

0
4
Free
Self-run
SKILL

Debugging Game Feel

Debug features that work but feel wrong — floaty jumps, mushy combat, sluggish camera — subjective bugs living in tuning, timing, and feedback layers.

0
2
Free
Self-run
SKILL

Character Animation Wiring

Wire a rigged, animated character end to end — inspect real clips and bones, locomotion state machine, method-track events, poses, blend shapes, root motion.

0
5
Free
Self-run
SKILL

Diagnosing Perf Regressions

Find why frame rate, frame time, or load time got worse since a known-good state — regression hunting, not general performance tuning.

0
5
Free
Self-run
SKILL

Pixel Art

Generate pixel-art assets — sprites, items, tiles, portraits — at a specific resolution with pixel-perfect grid, limited palette, retro feel.

0
2
Free
Self-run
SKILL

Gdscript Patterns

GDScript conventions — type hints, signals, exports, onready, lifecycle methods, get_node vs $NodePath, naming.

0
5
Free
Self-run
SKILL

Audio Direction

Define the game's sonic identity — music style, instruments, SFX vocabulary, dynamic music plan — output as an audio bible at .summer/audio-bible.md.

0
6
Free
Self-run
SKILL

Fabricating Assets

Fabricate meshes with a bpy script in the user's own Blender (summer_fabricate_3d) — kits with exact dimensions, VFX meshes, post-processing generated models.

0
4
Free
Self-run
SKILL

Character Model

Generate a rigged humanoid — player, NPC, enemy, boss — via T-pose reference, user-gated preview, and Meshy auto-rig, wired as CharacterBody3D or Node3D.

0
2
Free
Self-run
SKILL

Celeste Momentum Platforming

Celeste-style 2D precision platformer movement — momentum running, coyote time, variable jumps, dash, wall jump/slide, climb stamina, pixel corner correction.

0
5
Free
Self-run
SKILL

Export And Ship

Assess and prepare a game export: inventory installed templates and targets, validate release assets and config, produce supported builds after approval.

0
2
Free
Self-run
SKILL

Design Level

Design a single level — layout, pacing, encounters, secrets, reward gating — outputs a level design doc and a node-tree skeleton for summer_create_scene.

0
29
Free
Self-run
SKILL

New Project

Create a fresh blank Summer Engine project — asks one question (project name) and runs summer create empty.

0
2
Free
Self-run
SKILL

Facial And Lipsync

Make a character's mouth move with a voice-over — phoneme extraction from audio, viseme blendshape mapping, and emotional facial expressions.

0
9
Free
Self-run
SKILL

Debug

Disciplined bug/crash/error loop for Summer projects — script errors, console, debugger, hypothesis, fix, verify — before making code or scene changes.

0
8
Free
Self-run
SKILL

Host Authoritative State

Design the state layer of a multiplayer game — what the host owns, how clients request changes, and how the host validates and broadcasts.

0
5
Free
Self-run
SKILL

Lumera Single Image Scene Reconstruction

Lumera-style single image to editable 3D scene — VLM-parsed object boxes and parametric lights, per-object meshes, HDR probe, .tscn assembly, refinement loop.

0
9
Free
Self-run
SKILL

Animated Loop

Generate a short seamlessly-looping video clip — splash background, animated logo backdrop, idle title-screen footage — wired as a looping VideoStreamPlayer.

0
2
Free
Self-run
SKILL

Generate Motion

Attach an animation clip to a rigged character from the curated Meshy motion library — idle, walk, run, attack — wired via AnimationPlayer.

0
2
Free
Self-run
SKILL

Make Game

Orchestration spine for 'make me a game': brainstorm, plan, scaffold, mechanics, art, audio, polish, verify, ship — delegates to specialist skills.

0
6
Free
Self-run
SKILL

Adaptive Music

Wire music stems to game state — combat/explore/boss/tension crossfades on a shared bus, paired with a state machine and AudioBus structure.

0
2
Free
Self-run
SKILL

Art Direction

Define the game's visual style — references, palette, mood, lighting plan, post-processing, do/don't list — output as an art bible at .summer/art-bible.md.

0
2
Free
Self-run
SKILL

Design Mechanic

Use when designing one specific game mechanic in detail — input, response, feedback, failure modes, depth, tunables. Outputs a design doc and a scaffolding-ready node-graph sketch + GDScript stub. Trigger on "design a mechanic", "how should X work", "design the parry", "design the dash", "design the inventory", "the loop is broken".

0
26
Free
Self-run
SKILL

Auto Fire Targeting

Use when designing or fixing the targeting system for an auto-fire weapon (survivors-genre, top-down ARPG, tower-defense). Covers the pending-damage pattern that prevents over-commit when bullet flight time is longer than fire rate. Trigger on "auto-fire", "auto-aim", "weapon targeting", "targeting", "wasted bullets", "overkill", "damage prediction", "survivors weapon".

0
19
Free
Self-run
SKILL

Facial And Lipsync

Use when the user has a voice-over (or wants one) and needs the character's mouth to actually move with the words — phoneme extraction from audio, mapping to viseme blendshapes, plus emotional facial expressions (smile, frown, surprise). Trigger on "lipsync", "lip sync", "talking head", "phonemes", "viseme", "facial animation", "blendshapes", "make him talk", "dialogue animation".

0
24
Free
Self-run
SKILL

Agent Playtesting

Playtest by driving the LIVE game — deterministic launch, frame-stamped probes before/after each action, exact frame steps, scripted or recorded input.

0
6
Free
Self-run
SKILL

Host Authoritative State

Use when designing the state layer of a multiplayer Godot game — deciding what's host-owned, how clients request changes, how the host validates and broadcasts. Pairs with `/peer-to-peer-multiplayer`. Trigger on "host authority", "authoritative state", "state ownership", "MP cheating", "client validation", "RPC patterns".

0
29
Free
Self-run
SKILL

Ui Graphics

Use when generating UI elements — icons, buttons, panels, frames, HUD widgets, badges. Flat-design, transparent-background, game-UI style. Wires the result via TextureRect / NinePatchRect / AtlasTexture. Trigger on "UI icon", "button graphic", "HUD element", "panel frame", "menu background", "inventory slot", "ability icon", "badge".

0
22
Free
Self-run
SKILL

Design Npc

Use when the user wants to design an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior. Walks perception, personality knobs, intent layer, action state machine, telegraphs, defeat handling, and group emergence — outputs a state-machine GDScript stub plus the recommended node tree. Trigger on "enemy", "NPC", "boss", "companion", "AI", "behavior", "mob", "perception", "design en…

0
28
Free
Self-run
SKILL

Play

Use when the user says "play", "run it", "test it", "let me see it", or "start the game". Runs the project in Summer Engine, briefly waits, then reports what's happening — clean run, errors, or warnings.

0
30
Free
Self-run
SKILL

Brainstorm Game

Use when the user wants help deciding what game to make, scoping a new project, or turning a vague idea into a buildable plan. Walks through genre, scope, core loop, mechanics, and art direction, then writes a 1-page brief to `.summer/GameSoul.md`. Trigger on "brainstorm a game", "what should I make", "I want to make a game", "help me scope", "new game idea".

0
39
Free