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GitHub リポジトリ

game-67-idle

game-67-idle には d954mas から収集した 28 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。

収集済み skills
28
Stars
0
更新
2026-07-16
Forks
0
職業カバレッジ
6 件の職業カテゴリ · 100% 分類済み
リポジトリエクスプローラー

このリポジトリの skills

nt-game-items
ソフトウェア開発者

Use for the items catalog CLI, ownership API, reason tags, quarantine/reconcile, or items state and migrations.

2026-07-16
nt-game-ui-layout
ソフトウェア開発者

Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.

2026-07-15
nt-asset-image-generation
ウェブ開発者

Use ONLY after a source-first search (shared asset library + free CC0/OFL sources) finds no fit, to generate real raster art for AI Studio asset workflows: fake shots, icon/source sheets, sprites, UI art, or source images for later asset tools. Generation is the last resort, not the default. Prefer Codex CLI imagegen via `codex exec` and `scripts/codex_imagegen.sh`; use Antigravity/agy CLI only as fallback. Owns raster creation only; nt-asset-workflow coordinates asset tools, catalog/intake handoff, and ai_studio/quality visual acceptance.

2026-07-15
nt-chat-session-reflection
その他コンピュータ職

Use when the user asks for a full retrospective or analysis of an AI-assisted work session, chat history, agent run, long task, profiling data, slow progress, repeated failures, weak tool/subagent use, context loss, planning gaps, quality risks, or process improvements. Produces one comprehensive evidence-based session review with bottlenecks, causes, better workflow, and concrete changes for future runs.

2026-07-15
nt-game-ui-layout
ソフトウェア開発者

Use for layout-affecting in-game UI work in this repository: new or changed HUDs, game screens, modal/dialogue sheets, menus, bottom navigation, responsive PC/phone layout, floating layers, clipping/scrolling/overflow, hit targets, or visual proof for a changed game UI surface. Forces a short widget/mode inventory before non-trivial edits so agents reuse existing Neotolis UI APIs. Skip for pure copy tweaks, asset swaps, or runtime automation tasks that do not change layout.

2026-07-15
nt-primary-gdd
ソフトウェア開発者

Use when starting or revising a game concept, first GDD, visual GDD, fake gameplay shot, gameplay loop, design pillars, reference pack, implementation handoff, or design-source cleanup for a specific game. Also use when converting loose ideas into scoped first playable requirements, gameplay data, UI flow, risks, and next implementation steps.

2026-07-15
nt-app-tunnel
ソフトウェア開発者

Use when the lead wants to view, test, pick, or play a local AI Studio surface, asset viewer export, static page, or wasm game build from a phone or another device by exposing a self-contained directory through a temporary public cloudflared quick tunnel. Public and unauthenticated while running; never serve secrets or private sources.

2026-07-15
nt-asset-workflow
その他コンピュータ職

Use when sourcing, adding, moving, preparing, recording, promoting, pulling, reviewing, licensing, or validating game assets in this repository: add an asset to a game, reuse an asset from the global library, add a new asset or pack to the global library, handle paid/non-redistributable assets, refresh previews, inspect unregistered files, or update asset storage/viewer/index/manifest workflows. Source first, keep license/provenance, and route through ai_studio/assets.

2026-07-15
nt-design-knowledge
グラフィックデザイナー

Use when adding, reviewing, reorganizing, or promoting game-design research sources and design knowledge: source notes, article/video/reference packet parsing, reusable `ai_studio/game_design/knowledge_base/knowledge/` rules, private `games/<game-id>/design/knowledge/` routing, source hygiene review, knowledge index/log updates, or reference-backed design claims.

2026-07-15
nt-game-state-management
ソフトウェア開発者

Use when adding, changing, testing, reviewing, or migrating schema-first game state, generated APIs, saves, migrations, DevAPI state commands, or state fixtures.

2026-07-15
nt-runtime-automation
ソフトウェア開発者

Use when working with AI Studio runtime automation for a running game: DevAPI client/CLI, endpoints and command.describe discovery, frame.wait loops, ui.tree/ui.click, native iteration helpers, screenshots, recordings, pixel-health checks, UI readability evidence, or live-state capture matrices. Use for runtime proof collection and automation tooling, not for game design, task tracking, or general visual quality rules.

2026-07-15
nt-taskboard-manager
その他コンピュータ職

Use this skill when routing project, epic, or task work through AI Studio Taskboard: creating or updating projects for games/templates/AI Studio work, capturing/refining/decomposing/planning/prioritizing/reporting work items, backlog grooming, marking work done, and any request to inspect or update the task board.

2026-07-15
nt-asset-image-generation
その他コンピュータ職

Use ONLY after a source-first search (shared asset library + free CC0/OFL sources) finds no fit, to generate real raster art for AI Studio asset workflows: fake shots, icon/source sheets, sprites, UI art, or source images for later asset tools. Generation is the last resort, not the default. Prefer Codex CLI imagegen via `codex exec` and `scripts/codex_imagegen.sh`; use Antigravity/agy CLI only as fallback. Owns raster creation only; nt-asset-workflow coordinates asset tools, catalog/intake handoff, and ai_studio/quality visual acceptance.

2026-07-13
nt-game-feature
ソフトウェア開発者

Use when creating a reusable feature or deciding whether game code belongs in a root module, a template feature-pointer, or game-owned code.

2026-07-12
nt-game-items
ソフトウェア開発者

Use for the items catalog CLI, ownership API, reason tags, quarantine/reconcile, or items state and migrations.

2026-07-12
nt-game-state-management
ソフトウェア開発者

Use when adding, changing, testing, reviewing, or migrating schema-first game state, generated APIs, saves, migrations, DevAPI state commands, or state fixtures.

2026-07-12
nt-canvas-operations
その他コンピュータ職

Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations.

2026-07-12
nt-canvas-operations
ソフトウェア開発者

Use for canvas:// refs and Canvas project, screen, group, element, region, export, history, or Chat operations.

2026-07-12
nt-game-feature
ソフトウェア開発者

Use when creating a reusable feature or deciding whether game code belongs in a root module, a template feature-pointer, or game-owned code.

2026-07-12
nt-design-knowledge
グラフィックデザイナー

Use when adding, reviewing, reorganizing, or promoting game-design research sources and design knowledge: source notes, article/video/reference packet parsing, reusable `ai_studio/game_design/knowledge_base/knowledge/` rules, private `games/<game-id>/design/knowledge/` routing, source hygiene review, knowledge index/log updates, or reference-backed design claims.

2026-07-01
nt-taskboard-manager
プロジェクト管理専門家

Use this skill when routing project, epic, or task work through AI Studio Taskboard: creating or updating projects for games/templates/AI Studio work, capturing/refining/decomposing/planning/prioritizing/reporting work items, backlog grooming, marking work done, and any request to inspect or update the task board.

2026-07-01
nt-quality-checks
ソフトウェア品質保証アナリスト・テスター

Use this skill when selecting, running, reviewing, logging, profiling, or explaining AI Studio quality checks in this repository. Triggers include explicit user requests for quality checks, QCLR, QART, QASSET, QGDD, QDES, or QTECH rules, and agent self-checks after substantial work that changed player-facing output, assets, GDD/design docs, gameplay/design logic, technical behavior, or quality-rule files.

2026-07-01
nt-primary-gdd
グラフィックデザイナー

Use when starting or revising a game concept, first GDD, visual GDD, fake gameplay shot, gameplay loop, design pillars, reference pack, implementation handoff, or design-source cleanup for a specific game. Also use when converting loose ideas into scoped first playable requirements, gameplay data, UI flow, risks, and next implementation steps.

2026-06-30
nt-app-tunnel
ソフトウェア開発者

Use when the lead wants to view, test, pick, or play a local AI Studio surface, asset viewer export, static page, or wasm game build from a phone or another device by exposing a self-contained directory through a temporary public cloudflared quick tunnel. Public and unauthenticated while running; never serve secrets or private sources.

2026-06-30
nt-runtime-automation
ソフトウェア開発者

Use when working with AI Studio runtime automation for a running game: DevAPI client/CLI, endpoints and command.describe discovery, frame.wait loops, ui.tree/ui.click, native iteration helpers, screenshots, recordings, pixel-health checks, UI readability evidence, or live-state capture matrices. Use for runtime proof collection and automation tooling, not for game design, task tracking, or general visual quality rules.

2026-06-30
nt-asset-workflow
ソフトウェア開発者

Use when sourcing, adding, moving, preparing, recording, promoting, pulling, reviewing, licensing, or validating game assets in this repository: add an asset to a game, reuse an asset from the global library, add a new asset or pack to the global library, handle paid/non-redistributable assets, refresh previews, inspect unregistered files, or update asset storage/viewer/index/manifest workflows. Source first, keep license/provenance, and route through ai_studio/assets.

2026-06-30
nt-quality-checks
ソフトウェア品質保証アナリスト・テスター

Use this skill when selecting, running, reviewing, logging, profiling, or explaining AI Studio quality checks in this repository. Triggers include explicit user requests for quality checks, QCLR, QART, QASSET, QGDD, QDES, or QTECH rules, and agent self-checks after substantial work that changed player-facing output, assets, GDD/design docs, gameplay/design logic, technical behavior, or quality-rule files.

2026-06-29
nt-chat-session-reflection
その他コンピュータ職

Use when the user asks for a full retrospective or analysis of an AI-assisted work session, chat history, agent run, long task, profiling data, slow progress, repeated failures, weak tool/subagent use, context loss, planning gaps, quality risks, or process improvements. Produces one comprehensive evidence-based session review with bottlenecks, causes, better workflow, and concrete changes for future runs.

2026-06-26