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Game-Template
Game-Template 收录了来自 cautiouskurns 的 24 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。
这个仓库中的 skills
Generate and maintain a playable HTML/JS prototype from feature specs. Builds a persistent browser-based game sandbox that grows across sprints, letting you test mechanics and UI flows before committing to Godot implementation.
Orchestrate the full game development workflow — Phase 0 design pipeline, sprint cycles, lifecycle gates. Reads workflow state to ensure correct sequencing across sessions. Run this before starting any game development work.
End-to-end UI generation pipeline — generate art with Ludo MCP, build HTML mockup, push to Figma, pull interactive Make prototype back, and implement in Godot.
Generate a comprehensive Full Game Vision document capturing every mechanic, system, content layer, and feature across all lifecycle phases. Creates the master scope map that GDDs pull from.
Generate sprint-based implementation roadmaps with "Player can X" playable increments and per-agent breakdowns. Scales from prototype to production.
Generate detailed feature specifications with an optional idea refinement phase. Handles the full pipeline from vague idea to structured spec, using the project's feature spec template, GDD, and roadmap for context.
Generate creative, emotionally grounded game concepts through interactive constraint gathering. Uses uniqueness tests and personal resonance to avoid derivative ideas.
Create and update CHANGELOG.md files to track development progress, features, fixes, and changes. Use this when completing features, fixing bugs, or documenting project milestones.
Analyze GDScript code for quality, anti-patterns, and refactoring opportunities, then execute fixes. Combines review and refactoring in one skill.
Validate game concepts by analyzing technical feasibility, scope warnings, and comparing to similar games. Use this when the user has a game idea that needs stress-testing.
Analyze code for hardcoded values and extract them into data files (.tres resources, JSON configs). Combines analysis and extraction in one skill.
Create and maintain a Game Design Bible documenting design vision, pillars, mechanics philosophy, and creative direction. Use this when establishing design principles or documenting high-level creative decisions.
Generate Game Design Documents that scale from prototype to production scope. Reads lifecycle phase to determine appropriate depth.
Create and maintain a Systems Bible documenting all technical systems, their architectures, interactions, and implementation details. Use this when building systems, refactoring, or onboarding developers to the codebase.
Build and maintain a living architecture document tracking scene trees, data structures, system hierarchies, and game architecture. Use this when visualizing game structure, documenting scene hierarchies, or tracking data schemas.
Debug errors from screenshots with deep analysis to fix the immediate issue and proactively identify related errors. Use this when the user provides an error screenshot, says "debug this", or wants to fix runtime/compile errors.
Implement a feature spec by creating all necessary scenes, scripts, and resources. Use this when the user wants to implement a documented feature from the docs/features/ directory.
Add animations to existing PixelLab characters. Lists available characters, shows animation templates organized by category (movement, combat, utility), and supports custom action descriptions. Use this when the user wants to animate a character sprite.
Create pixel art characters using PixelLab MCP with guided prompts for style consistency. Asks for description, size, art style, and validates against the project's existing art direction. Use this when the user wants to create a new character sprite for the game.
Import PixelLab characters into Godot with proper folder structure, naming conventions, and metadata tracking. Downloads assets, organizes files, creates manifests, and optionally generates SpriteFrames resources. Use this when the user wants to import generated pixel art into their Godot project.
Generate placeholder tilemaps using PixelLab MCP for top-down, sidescroller, or isometric games. Supports terrain transitions, connected tileset chaining, and Godot import workflow. Use this when the user wants to create tileset assets for their game.
Analyze Godot scene files (.tscn) for structural issues, performance problems, and optimization opportunities. Use this when the user wants to optimize a scene, check scene structure, or troubleshoot scene-related issues.
Guide users through git workflows, best practices, commit messages, branching strategies, and resolving common version control issues. Use this when users need help with git operations or workflow decisions.
Generate complete, game-ready VFX scenes for Godot 4.x using NO custom art assets. Creates procedural effects using GPUParticles2D, ColorRect, Line2D, and geometric shapes. Use this when the user wants to create visual effects without sprites.