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game-superpowers
game-superpowers には mike007jd から収集した 88 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。
このリポジトリの skills
Use when auditing structure, boundaries, coupling, or state-management risks in an existing game project.
Use when auditing UI sounds, reward/failure cues, danger cues, or audio feedback layering in a game.
Use when converting game audit findings into a structured multi-axis scorecard.
Use when choosing a backend profile for a game based on capabilities, project state, and quality target.
Use when reviewing a built or in-progress game against the locked brief before claiming completion.
Use when deciding development mode, quality target, task granularity, or refactor policy for game work.
Use when backend uncertainty remains and only a narrow two- or three-option compare is needed.
Use when a game idea is still vague and needs pillars, verbs, and an acceptance bar before implementation.
Use when the deliverable is a portrait-first Douyin H5 interactive and the shell or adaptation model must be locked first.
Use when auditing responsiveness, rewards, failures, danger telegraphing, or state-transition feedback in a game.
Use when designing a game's visual, motion, audio, or UI feedback grammar.
Use when auditing control feel, responsiveness, timing, camera reaction, or animation feedback in a game.
Use when the chosen quality target is intentionally first-playable or spike-quality.
Use when polishing HUD clarity, affordances, pacing, or micro-feedback in a working game.
Use when auditing HUD hierarchy, readability, controls discoverability, or mobile thumb-zone pressure.
Use when turning an approved game brief into verifiable implementation tasks matched to the chosen build mode.
Use when patching a shipped or live-risky game and changes must stay narrow and rollback-aware.
Use when auditing rollback, compatibility, corruption, or operational risks in a shipped or live-risky game.
Use when establishing core game runtime structure such as state flow, control, camera, and UI ownership.
Use when auditing core verbs, loop integrity, progression, or whether implemented systems form a playable game.
Use when translating a locked concept into concrete game systems, progression, state, and encounter rules.
Use when a request needs routing across this Game Superpowers collection for build, audit, repair, or polish work.
Use when verifying a game build against its quality target before claiming it is complete.
Use when the target is a coherent, demo-ready prototype rather than a minimal first playable.
Use when procedural visual identity, shaders, particles, SVG systems, or UI recipes are part of the game deliverable.
Use when game implementation quality must be maintainable, understandable, and safe to extend.
Use when a requested game feature should land as a maintainable product-grade feature, not a prototype slice.
Use when auditing whether a game project meets production-grade standards for release or continued iteration.
Use when running a top-level audit of an existing game project before repair or major changes.
Use before major game work to classify the repo as greenfield, prelaunch, shipped, or live-risky.
Use when turning game audit findings or known issues into a prioritized repair plan.
Use when a game request is vague, contradictory, or under-specified and needs a production-ready brief.
Use when game work is too large for one session and needs a guarded external build/verify/repair loop.
Use when auditing whether delivered features actually match the promised scope and quality target.
Use when a game project is expanding too broadly and needs scope protection without losing the core goal.
Use when setting scope tier, completeness bar, and allowed refactor range for a game build.
Use when critiquing screenshots or visual captures for readability, hierarchy, and target-quality fit.
Use when the user wants a persistent requirements/spec/design/tasks workflow, asks for OpenSpec-style planning, or needs durable change artifacts in the target repo.
Use when game implementation should default to a builder-reviewer-verifier loop instead of one monolithic pass.
Use when orchestrating serious game work across concept, scope, build mode, quality target, and downstream routing.