Publish @blit386/kit and create-blit386 to npm following the workspace PUBLISHING.md procedure. Publishing is manual-only (pnpm publish from vancura's machine) -- there is no CI publish workflow. Does not bump versions unless the user asks.
Re-audit the shipped kit docs and game-author skills against the current blit386 engine API and fix stale examples. Use after adding or renaming engine public API, or when you want to check that kit content has not drifted.
Stack fullscreen post-process effects (CRT curvature, scanlines, bloom, glitch) on top of the finished frame, which runs on WebGPU only. Use for a retro CRT look, screen glitches, bloom or glow, or any whole-screen filter.
Build a custom sound from scratch with AudioClip.synth and the synth knobs (waveform, envelope, pitch sweep, vibrato, noise, duty cycle) when the six ready-made presets are not what you want. Use when the user wants their own sound effect, wants to tweak or tune a preset, says a sound is too long, too high, too harsh, or too boring, or asks how to make a sound without a sound file.
Find and fix slow frames: stop making new objects every frame, batch sprites by sheet, skip what is off screen, and
Play sound effects and background music, make retro sounds from nothing with the built-in synth presets, and set the volume of each bus. Use when the user wants a jump, pickup, explosion, laser, hit, or blip sound, wants music, asks about volume or muting, or asks why the game is silent.
Build the finished game into a folder of plain files and put it online so other people can play. Use when the user wants to publish, deploy, or host the game, send a playable link to a friend, or asks 'how do I share my game', 'put my game on the internet', or 'make a real version people can play'.
Turn on and feed the engine's built-in debug overlay (FPS, backend, resolution, your own rows, palette grid, timing chart). Use to see FPS and timings, show live game values while developing, or add a palette or timing inspector.