pax-ai-game-jam-boilerplate
pax-ai-game-jam-boilerplate contains 10 collected skills from pax-k, with repository-level occupation coverage and site-owned skill detail pages.
Skills in this repository
Use this skill when building, reviewing, debugging, or extending Colyseus multiplayer games, especially TypeScript or Bun projects. Covers authoritative rooms, schema state sync, message validation, matchmaking, room access recipes, reconnection, timing, testing, load testing, and scaling patterns.
Use this skill when building, reviewing, debugging, or extending Excalibur.js games, especially Bun, Vite, TypeScript, or Colyseus-backed game projects. Covers Excalibur engine setup, scenes, actors, lifecycle hooks, resources and loaders, graphics, audio, input, UI, physics, collisions, triggers, actions, timers, ECS, maps, plugins, browser canvas verification, and repo-specific client/server boundaries.
Generate copyable pursue-goal prompts for building repo-local game sprints end to end. Use when Codex should return a prompt the user will manually paste into pursue goal mode, instructing a later run to follow a docs/sprints sprint file task by task using game-sprint-execution for every task until the game is built, verified, completed, or blocked.
Design, build, or reshape distinctive React and CSS interfaces for this browser multiplayer game. Use when changing the lobby, loader, HUD, scoreboard, controls, notices, banners, buttons, responsive layouts, or other DOM-facing game presentation where visual hierarchy, intentional styling, accessibility, and browser screenshot review matter.
Use this skill when brainstorming, defining, scoping, documenting, or planning a browser multiplayer game before implementation. Covers game vision, design pillars, genre and game type selection, player verbs, core loops, MDA, characters, world, mechanics, multiplayer ownership, Excalibur client architecture, Colyseus server authority, Pixel Lab asset planning, prototype slices, game design documents, GDD-style Markdown anchors, and docs/game-design planning artifacts.
Execute repo-local browser multiplayer game sprint tasks after game-sprint-planning has produced docs/sprints artifacts. Use when Codex needs to pick or implement a docs/sprints game task file, continue the next ready task, update sprint/task status and completion evidence, run Bun verification, or implement planned Colyseus, Excalibur, React HUD, SQLite, or Pixel Lab work from the sprint queue.
Turn repo-local browser multiplayer game design docs into execution-ready sprint and task Markdown artifacts. Use when Codex needs to read docs/game-design/*, compose Colyseus, Excalibur, and Pixel Lab implementation guidance, and create or update docs/sprints game-slug sprint and numbered task files for building a game without implementing code.
Package, publish, update, and verify this Bun + Vite + Colyseus browser multiplayer game on itch.io. Use when Codex needs to help prepare an itch.io HTML5 build, add build:itch or package:itch scripts, build with VITE_GAME_SERVER_URL and Vite --base ./, create the HTML5 ZIP, use butler, configure the itch.io project page, run iframe smoke checks, or troubleshoot itch.io asset paths, WebSocket, wss, indexing, draft, restricted, public, or release checklist issues.
Use this skill when building, reviewing, debugging, or integrating Pixel Lab API workflows for game-ready pixel art assets, especially in Bun or TypeScript game projects. Covers Pixellab characters, rotations, animations, tilesets, map objects, UI assets, image conversion, async jobs, credential-safe token handling, complete asset-batch manifests, output provenance, and engine integration review.
Prepare, configure, deploy, and verify this Bun + Colyseus + Vite multiplayer game on Railway. Use when Codex needs to help with Railway deployment for this repo, including Dockerfile and .dockerignore setup, Railway game-server and web service settings, DB_FILE_NAME volume persistence, VITE_GAME_SERVER_URL wiring, Railway CLI commands, health checks, logs, smoke tests, or single-replica Colyseus deployment constraints.