vibe-games
01Plugin Claude Code
Indie game-dev plugins for Claude Code. Starting with Vibe Game for Unity.
Plugin Claude Code
Indie game-dev plugins for Claude Code. Starting with Vibe Game for Unity.
Plugin Claude Code
Ship indie Unity games solo, fast. Encoded design taste from Vlambeer, Steve Swink, Jonas Tyroller, and GMTK, cited in every skill output. Unity-only. Not affiliated with Unity Technologies.
Agent
Honest, opinionated playtester. Scores the build against Swink's 6 metrics and Fun-O-Meter heuristics, identifies specifically what feels off, and prescribes fixes citing taste sources. Use for /feel-check or whenever the user asks how the game feels.
Agent
Specialist in Unity game feel — screen shake, hit-stop, particles, animation easing, anticipation, audio layering. Reads the taste library and applies Vlambeer/Swink principles with citations. Use when a system needs polish, an action feels flat, or after major mechanic changes.
Agent
Ruthless scope reduction specialist. Reviews the project against the Vibe Brief and Tyroller's mistakes, then prescribes specific features to cut with hours saved and redirect targets. Never proposes additions. Use for /cut or when the project is creeping past its budget.
Agent
Vision keeper for the project. Owns the Vibe Brief, enforces mood/verb/anti-feature consistency, mediates trade-offs when other agents disagree. Use during /vibe-start to capture the brief, and any time the project drifts from its soul.
Hook
Runs when a session starts, executing session-start.sh via bash. From ivala2081/vibe-game.
Hook
Runs after a tool call finishes for Edit and Write tool calls, executing vibe-brief-check.sh and juice-citation-check.sh via bash (2 commands). From ivala2081/vibe-game.
Skill Claude CodeCodex
Ruthless scope killer. Reviews the project (or a specific feature) and recommends what to cut, citing Tyroller's indie mistakes and post-mortem data. Outputs a kill list with hours saved per cut and what to spend the saved time on instead. Trigger when scope is creeping, the project is slow, or the user is overwhelmed.
Skill Claude CodeCodex
Project health diagnostic. Detects scope creep, playtest gaps, prolonged inactivity, and asks the hard questions most indie devs avoid. Outputs a triage: pivot / ship-what-you-have / cut-and-continue / abandon. Trigger when the user feels stuck, when 2+ weeks pass without a playtest, or on a recurring cadence (monthly…
Skill Claude CodeCodex
Generate a devlog post from recent project activity. Reads git log, brief, recent juice/feel-check changes, then produces a GMTK-style narrative post in three lengths (Twitter/X, itch.io devlog, blog). Includes GIF placement guidance. Trigger after a significant change, weekly cadence, or when shipping a milestone.
Skill Claude CodeCodex
Vibe-game plugin health check. Verifies install integrity, explains the 0-skills counter quirk, validates cache freshness, lints SKILL.md frontmatter, checks plugin manifest field types, and surfaces marketplace/plugin status. Trigger when the user is confused why a skill isn't showing up, when /reload-plugins reports…
Skill Claude CodeCodex
Critical AI playtest of the current Unity build. Scores the game against Steve Swink's 6 metrics (Input, Response, Context, Polish, Metaphor, Rules) and runs the Fun-O-Meter heuristics (time-to-fun, decision density, feedback latency, surprise quotient). Outputs a numeric report with specific fixes citing the taste…
Skill Claude CodeCodex
Auto-asset pipeline for Unity. Searches CC0 / free sources (Kenney, OpenGameArt, Itch, freesound) for art and SFX matching the project's palette and mood, then imports into Unity with proper setup. Also generates procedural placeholders (jsfxr SFX params, shader textures) when nothing fits. Trigger when the user needs…
Skill Claude CodeCodex
Game jam workflow — locks the project into shippable scope for a fixed time budget (48h, 72h, week). Forces CC0 asset sources, kills feature creep at hour 24, auto-generates devlog updates, and enforces a 'ship at hour T-6' checkpoint. Trigger when the user joins or starts a game jam, has a hard time budget, or says…
Skill Claude CodeCodex
Apply a game feel pass to the current Unity scene. Adds screen shake, hit-stop, particles, easing, anticipation, sound layers — each change citing its source in the taste library (Vlambeer principle number, Game Feel chapter, etc.). Trigger after /prototype is playable, or whenever the user says the game feels flat…
Skill Claude CodeCodex
Build a playable Unity scene that supports the Vibe Brief's verb and core loop, in under 30 minutes. Project-aware — reads Input System version, render pipeline, existing controllers, Cinemachine setup, and generates code that fits the actual project, not a generic template. Trigger after /vibe-start, or whenever the…
Skill Claude CodeCodex
Take the Unity build from scene to playable WebGL build, then to an itch.io page draft. Runs final checklist (build settings, scene list, splash, icon, controls overlay), produces the build, generates the itch.io page (title, description, tags, screenshots, devlog post), and gives a step-by-step publish guide. Trigger…
Skill Claude CodeCodex
Bootstrap a new Unity indie project the vibe-game way. Captures a 1-page Vibe Brief (mood, verb, references, hook, anti-features, scope), detects or creates the Unity project, and sets up the working surface for the other vibe-game skills. Trigger when the user is starting a new game, opening a fresh Unity project, or…