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game-exa

game-exa contains 20 collected skills from Ar9av, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
20
Stars
1
updated
2026-04-29
Forks
0
Occupation coverage
3 occupation categories · 100% classified
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Skills in this repository

audio-composer
software-developers

Generates genre-appropriate sound effects and looping background music for a generated game. When ELEVENLABS_API_KEY is set, calls the ElevenLabs text-to-sound-effects API for real MP3 audio; otherwise falls back to Web Audio oscillator synthesis. Produces sfx.json, music.json, and AudioManager.js. Run in parallel with art generation stages.

2026-04-29
codesmith
software-developers

Writes the gameplay code for a Phaser 3 game (src/scenes/Game.js plus optional helpers). Reads the GDD, levels, and sprite/tile manifest; produces ES module code that consumes assets by name (never magic numbers). Use after sprite-artist and tile-artist have produced a complete manifest.

2026-04-29
gameforge
software-developers

Orchestrator skill that turns a one-line description into a runnable Phaser 3 game. Coordinates eight sub-skills (game-designer, world-architect, sprite-artist, tile-artist, bg-artist, codesmith, playtester, refiner) into a deterministic-where-possible, LLM-where-necessary pipeline. Image generation uses GPT Image 2 (gpt-image-2) at low quality by default. Use when the user wants to generate, refine, or test a 2D HTML5 game from natural language.

2026-04-29
manifest-auditor
software-quality-assurance-analysts-and-testers

Static analysis of Game.js that cross-references every animation key and texture key against manifest.json. Catches "Animation not found" and "Texture not found" bugs before the browser is opened. Run after codesmith, before playtester.

2026-04-29
mobile-compat-checker
software-quality-assurance-analysts-and-testers

Checks 5 mobile-compatibility properties in the generated game (roundPixels, image-rendering CSS, devicePixelRatio, touch input, AudioContext unlock) and patches any missing items. Run after codesmith, before playtester.

2026-04-29
palette-enforcer
software-developers

Quantizes all generated PNG assets (sprites, tiles, background) to a named 8-bit color palette to achieve visual coherence. Run after sprite-artist, tile-artist, and bg-artist, before codesmith. Writes state.style.palette so downstream skills know the chosen palette.

2026-04-29
parallel-qa-orchestra
software-quality-assurance-analysts-and-testers

Replaces the serial playtester → gap-checker chain with 4 concurrent QA workers: static analysis (no browser), golden-path scenario runner, dynamic fuzzer, and physics debug validator. Merges all results into a single failure list for the refiner. Cuts QA time from ~2 min to ~30s.

2026-04-29
physics-debug-validator
software-quality-assurance-analysts-and-testers

Boots the generated game in headless Chromium with physics debug mode enabled, captures screenshots of all physics bodies, and emits a structured report of hitbox positions vs sprite positions. Use this to catch invisible hitbox misalignment bugs that only appear visually. Run in parallel with the other QA checks.

2026-04-29
game-designer
special-effects-artists-and-animators

Turns a free-form game description into a structured Game Design Document (GDD) JSON. Decides genre, win/lose conditions, entities, animation states, tile palette. Output drives sprite generation, level design, and code synthesis. Use when the host agent has a user prompt and needs a machine-readable game spec.

2026-04-27
playtester
software-quality-assurance-analysts-and-testers

Boots a generated Phaser game in headless Chromium (Playwright), drives input scenarios, captures canvas screenshots, diffs against baselines (pixelmatch), and emits a structured QA report with typed failures. Pure deterministic — no LLM. Use after codesmith writes Game.js, before refiner.

2026-04-27
refiner
software-developers

Reads a structured QA failure report and the current source files, emits replacement file contents that fix the listed failures. Bounded — at most 3 iterations per generation pipeline. Use after playtester reports failures.

2026-04-27
world-architect
software-developers

Designs tile-based levels for a Phaser game using only the tile IDs and entity IDs from the GDD. Outputs a JSON array of level objects (tilemap + spawns + goal). Use after game-designer has produced a valid GDD and the orchestrator needs level data.

2026-04-27
tile-artist
special-effects-artists-and-animators

Generates a tileset PNG from the GDD's tilesetPalette. Default mode calls GPT Image 2 once per tile type (512×512 → 32×32) for real pixel-art textures. Falls back to procedural flat-color cells if FAL_KEY is absent. Writes tile metadata into manifest.json. Use after game-designer has produced a tile palette.

2026-04-26
multiplayer
software-developers

Adds optional multiplayer to any generated Phaser 3 game. Supports three tiers — local (two gamepads/keyboards, no server), LAN (Colyseus authoritative server, same network), and online (Colyseus + TURN/STUN relay). Optional React/Redux lobby and PeerJS voice/video chat. Trigger only when the user explicitly requests multiplayer ("make it 2-player", "add online co-op", "--multiplayer" flag).

2026-04-26
bg-artist
software-developers

Generates a parallax background image (sky, hills, cave interior, space, etc.) for a Phaser game using GPT Image 2 (gpt-image-2). The Phaser runtime treats this as an optional layer that scrolls slower than the world, providing depth without consuming gameplay collision. Use after game-designer if the genre benefits from a scenic backdrop.

2026-04-26
action-platformer
software-developers

Generates side-scrolling action platformers (Shovel Knight / Metroidvania style) with gravity, jump with coyote-time, hazard tiles, atmospheric dungeon/cave backgrounds, and a rich HUD. Use when the description involves jumping between platforms, dungeon exploration, or gravity-based traversal with combat.

2026-04-26
beat-em-up
software-developers

Generates side-scrolling beat-em-up games (Double Dragon / Final Fight style) with pseudo-3D Y-depth movement, punch/kick combat, enemy AI, score HUD, and layered parallax backgrounds. Provides codesmith patterns for the genre. Use when the description involves street brawling, beat-em-up, fighting through waves of enemies.

2026-04-26
sprite-artist
special-effects-artists-and-animators

Generates pixel-art sprite sheets for a game's entities using GPT Image 2 (gpt-image-2) and emits a manifest (row=entity, col=animation state). Always defaults to low quality; post-processes magenta to alpha via sharp. Falls back to procedural placeholder cells when no API key is available. Use after game-designer has produced entities.

2026-04-26
gap-checker
software-quality-assurance-analysts-and-testers

Validates that a generated game is actually playable — not just that it boots. Static analysis flags unreachable goals, oversized gaps, broken borders, and isolated regions in level data. Dynamic analysis fuzzes inputs in headless browser to detect stuck states, unreachable win conditions, and physics anomalies. Visual analysis captures screenshots for VLM (vision) review. Use after codesmith writes Game.js and playtester confirms the smoke scenarios pass.

2026-04-26
rpg-overworld
software-developers

Generates top-down RPG overworld games with NPC dialogue, 4-directional movement, y-depth sorting, and collectible quests. Extends the standard gamewright pipeline with rpg-specific codesmith patterns. Use when the description involves exploration, talking to NPCs, quests, or RPG-style overworld traversal.

2026-04-26