Anti-slop rules for AI agents building or reviewing UI. Use before shipping a landing page or any AI-generated interface, or when the user says "anti-slop", "check for slop", or "does this look AI-made".
Sets up a new mouse-only, fully voiced point-and-click adventure in Godot 4.7.2 from a working template. The template has an adventure core with rooms, walking with depth scale, hotspots, a verb coin, inventory, Dialogue Manager dialogue, saves, settings,…
Generates every game image through a request file, so each picture traces back to its prompt, model, references and cost. Runs GPT-6.1 Sol through Codex (free on a ChatGPT plan) or GPT Image through the Vercel AI Gateway, keeps raws immutable, writes receipts…
Sets a point-and-click game's look before any volume art. Writes the style bible and composition rules for playable rooms, fills the shared prompt preambles (now, then, close-up, NPC, items), A/Bs the image engines on one brief, makes and accepts an area's…
Adds a point-and-click adventure's two-state places and cinematics in a point-and-click-adventure Godot game. A room's past (or any second state) is an aligned edit of its present, carried in the same scene and switched in place; visions play the past as a…
Turns an atlas entry into a playable room in a point-and-click-adventure Godot project. The present image comes from Sol, the past image is an edit of it, an alignment gate checks the pair, and a traced room.json is built with adv-art room and the new_room.gd…
Designs and animates a point-and-click game's main character as hand-painted 2D frames. A Blender mannequin rig supplies every pose, Sol (GPT-6.1 through Codex) paints the character over 4x2 pose-guide sheets, and adv-art cuts each painted cell back into the…
Proves a point-and-click adventure change in the builds people actually play, not the editor. Runs the headless import, GUT tests and content lint, exports the desktop and web builds, plays scripted QA scenarios in the exported app and in Chrome, checks what…