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rbergman/dark-matter-marketplace

SkillsMP ha recopilado 44 skills de rbergman/dark-matter-marketplace. Abre una skill para revisar su origen y sus detalles.

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Catálogo de SkillsMP actualizado
skills recopiladas
44
Estrellas en GitHub
11
Forks en GitHub
5

Mostrando 40 de 44 skills recopiladas.

ocupación
sin clasificar
descripción

Use when designing how audio communicates game state, creates emotion, and serves as a feedback system. Activate for sound effect design, adaptive music systems, spatial audio, ambient soundscapes, audio priority and ducking, emotional audio design, and audio…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Tone, diction, and sensory palette for cosmic-horror game narrative — Lovecraftian, weird-fiction, eldritch, Arkham-adjacent, deep-time or deep-space dread. Use when writing or reviewing in-game text, story bibles, item descriptions, or interstitials for a…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Telemetry and analytics for games: event taxonomy and schema, engagement/progression/economy/balance/UX metrics, funnel analysis, A/B testing and when not to, cohort analysis, dashboard design, and the interpretation traps — Goodhart's Law, Simpson's paradox,…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Tone and diction for comedy-horror where an institution processes the impossible without noticing: corporate horror, bureaucratic dread, workplace supernatural, company-town folk horror, the memo that mentions the wolves. Use when writing in-game text, tips,…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Designing a resource economy from scratch: the source/sink/converter flow graph, currency architecture, sink quality, inflation and deflation, feedback loops, scarcity as a difficulty lever, and simulating it in a spreadsheet before writing code. Use when…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Encounters as the intersection of space, adversaries and resources — across genres, not just action games. Covers the translation table for horde survival, ARPG, RTS, card, CYOA and autonomous sims; space vocabulary, enemy archetypes and composition, AI…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Session-level engagement: core loop health, the experience triangle (mechanics, fiction, feedback), emotion layering, tension curves, pacing, and whether choices are meaningful. Use when designing or diagnosing the engagement loop, planning the emotional arc…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Numeric balance across objects with stats: cost curves, transitive versus intransitive systems, payoff matrices, dominant strategy detection, power creep, and buff-before-nerf remediation. Use when pricing items, weapons, units or upgrades, designing counter…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

The hub and first pass on any single mechanic: the 5-Component Filter (Clarity, Motivation, Response, Satisfaction, Fit), the plugin-wide Numbers Policy, the state-machine checklist, and a symptom-to-skill debugging table. Use when designing or critiquing one…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Sentence- and passage-level prose craft for short-form game narrative: choice text, interstitials, vignettes, event text, quest copy, epilogues, story bibles, and any in-game writing the player actually reads. Use when writing or reviewing narrative prose for…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Keep large bodies of authored-at-volume content from converging: events, quests, items, barks, enemy variants, flavour text, procedural encounters, LLM-written narrative. Use when producing a content pack, when the tenth generated item feels like the third,…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Determine whether a game mechanic, displayed value, or currency actually affects outcomes, via a four-stage ablation: exercise, sensitivity, ablate, verdict. Use when asked whether a mechanic matters or earns its place, when a change produces no measurable…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Capture the player's felt reactions to play verbatim into an append-only docs/moments.md, at the time they happen. Use whenever someone reports an aesthetic, emotional, or semantic reaction to playing — 'feels chunky', 'that's satisfying', 'this doesn't read…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Why players return, and where the ethical lines are: Self-Determination Theory, the six motivation profiles, reinforcement schedules, pity and bad-luck protection, intrinsic versus extrinsic reward and the overjustification effect, loss aversion, collection…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Check the build against the project's written north star, pillars, or design brief. Two tiers: a 60-second GLANCE at the start of any session touching game systems, and a full AUDIT at milestone boundaries, before multi-session tuning or optimization passes,…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Cognitive load for players: perception, attention and memory limits, Gestalt principles for HUD and UI, signal-noise discipline, onboarding ramps, tooltips and affordances, and developer blindness. Use when designing or reviewing a HUD or UI layout, writing a…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Designing and reading playtests: what to observe versus what to ask, question generation, metrics to track, sample sizes, confirmation-bias protocol, and solo-developer validation when you have no testers. Use when planning a playtest or usability session,…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

The math of growth over time: power curve shapes, XP formulas, the flow channel, felt versus actual power, the difficulty sandwich, adaptive difficulty, and unlock pacing. Use when designing XP curves, level-up formulas, difficulty ramps or unlock schedules,…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Design for games whose primary loop runs without a human input: self-playing simulations, AI-versus-AI matches, autonomous world sims, spectator games, and any game balanced by a bot rather than a playtester. Use when the game plays itself or has zero human…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Structural architecture of game systems: the interaction matrix, coupling analysis, emergence, possibility space, cursed problems, and build order. Use when choosing which systems a game needs, evaluating whether to add or cut one, planning build sequence, or…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Use when designing any player-facing feature, evaluating a game for accessibility, responding to accessibility feedback, designing difficulty or assist options, adding subtitle/caption systems, implementing input remapping, or when a player reports they can't…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Social and competitive design that does not require players to be online together: ghost/replay data, leaderboards, asynchronous PvP, offline vulnerability, and anti-snowball mechanics. Use when adding leaderboards or high-score tables, designing ghost races…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Juice, feedback layering, screen shake/particles/sound timing, the perception-action cycle, and 'why does this feel bad?' diagnostics. Use when implementing player actions, combat hits, collectibles, UI transitions, weapon impacts, jumps, dashes, or any…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Per-frame performance and GC-pressure optimization for JS/TS game code. Use when editing game loops, update functions, render passes, physics steps, particle systems, or any code that runs every frame; when diagnosing jank, frame drops, or stuttering; when…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Use when starting a new game project, pivoting a concept, evaluating whether an idea is worth building, or when prototyping has stalled without clarity. Provides a layered Vision Stack for going from raw concept to validated, structured design. Use BEFORE…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Idle, incremental, and clicker game design: exponential cost curves, growth-rate ratios, prestige and reset layers, offline progress, unlock cadence, and the wall. Use when building an idle or incremental game, adding an idle or offline layer to another…

Idioma del texto original: inglés

actualizado
ocupación
sin clasificar
descripción

Quest structure, branching narrative architecture, environmental storytelling, dialogue design, and narrative pacing. Use when designing quest systems, writing branching dialogue, structuring story arcs, when narrative feels disconnected from gameplay, when…

Idioma del texto original: inglés

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ocupación
sin clasificar
descripción

Bootstrap browser-based games with PixiJS 8 and a modern retro/vector aesthetic (Geometry Wars, Asteroids, Tempest, Tron). Use when creating a new game, starting a browser game project, building an arcade game, prototyping a game, setting up PixiJS, or when…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Patterns for setting up just (command runner) in projects. Use when creating build systems, setting up new repos, organizing build/test/lint recipes, or when the user asks about just/justfile configuration. Covers both simple single-project repos and…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

"Boring Rust" — clone freely, simple control flow, max-strictness lints with mechanical enforcement, ownership-honest code that compiles and reads cleanly. Use when implementing, debugging, refactoring, or reviewing Rust code; resolving borrow checker errors;…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Strict TypeScript with zero-any tolerance, no-unsafe-* lints, floating-promise prevention, and disciplined type-system usage. Use when implementing, debugging, refactoring, or reviewing TypeScript code; resolving type errors; configuring…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Activate at session start when using Agent Teams for complex multi-agent work. Establishes team lead role with delegation protocols, teammate spawning, model selection, and beads integration. You coordinate the team; teammates implement.

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Initialize a new repository with standard scaffolding - git, gitignore, AGENTS.md, justfile, mise, beads, and timbers. Use when starting a new project or setting up an existing repo for Claude Code workflows.

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Idiomatic Go with proper error handling, concurrency patterns, slog, generics, and clean package design. Use when implementing, debugging, refactoring, or reviewing Go code; designing package boundaries; resolving race conditions or goroutine leaks; setting…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Modern Python with uv, ruff, pyright, strict typing, and clean module design. Use when implementing, debugging, refactoring, or reviewing Python code; designing module boundaries; setting up Python projects; resolving type errors; tightening pyproject.toml;…

Idioma del texto original: inglés

actualizado
ocupación
Especialistas en gestión de proyectos
descripción

Multi-perspective deliberation using Agent Teams. Spawn 3-5 teammates with different viewpoints and optionally different models to debate decisions, evaluate specs, or explore trade-offs. Inspired by karpathy/llm-council.

Idioma del texto original: inglés

actualizado
ocupación
Analistas de garantía de calidad de software y probadores
descripción

Collaborative code review using Agent Teams where reviewers discuss findings, challenge each other, and converge on a unified assessment. Evolves dm-work:review from isolated parallel reviewers to a review team.

Idioma del texto original: inglés

actualizado
ocupación
Administradores de redes y sistemas informáticos
descripción

Dev-tool and runtime version management with mise — the modern replacement for nvm, pyenv, goenv, rbenv, and asdf. Use when setting up a new repo, pinning Node/Python/Go/Rust/Bun versions, configuring per-project tool versions via .mise.toml or…

Idioma del texto original: inglés

actualizado
ocupación
Desarrolladores de software
descripción

Reduce CLI output noise before it reaches LLM context. Use when setting up repos, troubleshooting context overflow from build/test/git output, or when Bash tool output exceeds limits. Covers RTK (zero-config baseline) and tokf (per-project customization).…

Idioma del texto original: inglés

actualizado
ocupación
Analistas de garantía de calidad de software y probadores
descripción

QA web applications using Chrome DevTools MCP. Use when testing running apps, verifying acceptance criteria against a live UI, checking for console errors, evaluating UI behavior, or running regression checks. Requires the chrome-devtools MCP server to be…

Idioma del texto original: inglés

actualizado
Mostrando 40 de 44 skills recopiladas.