with one click
Toymoil
Toymoil contains 20 collected skills from Royalvice, with repository-level occupation coverage and site-owned skill detail pages.
Skills in this repository
Use when converting a gameplay/content intention into a structured asset brief before routing style kits, compiling prompts, running gacha, or scoring candidates.
Use when writing prompt, asset, review, provenance, score, and decision metadata for generated candidates and promoted assets.
Use when any asset skill needs the project art DNA, hard/soft anchors, style kits, tension dials, negative prompts, or forbidden drift rules.
Use when generating or iterating any game art asset prompt. Provides anchor-plus-aperture prompt templates for text-to-image, image-to-image, reconstruction input images, icons, UI, VFX, materials, rooms, enemies, bosses, weapons, gadgets, and asset gacha.
Use when compiling an image-to-image iteration prompt or reconstruction-ready source-image repair prompt that preserves selected strengths while mutating only chosen axes.
Use when compiling prompts for HUD icons, ability icons, cards, UI frames, panels, and small-size readable symbols.
Use when compiling prompts for tileable or reusable material textures that survive pixelization and Godot material workflows.
Use when compiling an asset generation brief into a text-to-image concept prompt or a reconstruction-ready source-image prompt with Safe/Wild/Synthesis support.
Use when compiling prompts for VFX flipbooks, decals, masks, shader textures, telegraphs, impacts, and cooldown/readiness effects.
Use after modifying repo-local asset skills to validate SKILL.md frontmatter, required modules, schemas, examples, and prompt-system contracts.
Use when running a structured asset generation batch with Safe/Wild/Synthesis lanes, candidate metadata, scoring, and shortlist output.
Use when generating related asset families such as common enemy to elite to boss to inherited ability to trophy/icon echo.
Use when choosing primary/secondary style kits, hybrid ratios, forbidden kits, and Glitch usage for an asset brief.
Use when transforming inspirations, homages, or reference-like outputs into IP-safe original game assets before generation or promotion.
Use when preparing a selected generated asset for Godot scene/resource handoff with sockets, collider, scale, material, metadata, and validation reports.
Use when searching generated asset candidates, scores, metadata, lineage, prompt history, or previous rejects before generating more assets.
Use when evaluating whether an asset, icon, VFX, or render remains readable from the intended 2.5D gameplay camera or HUD scale.
Use when scoring generated candidates for main art DNA, style-kit fidelity, gameplay role readability, Godot readiness, VFX support, and IP safety.
Use when judging whether a technically valid candidate has hook, tension, authored taste, screenshot value, and series potential.
Use when planning or generating the first vertical-slice asset pack as a coherent set across protagonist, weapons, enemies, boss, UI, VFX, room kit, and scene handoff.