Fit-fit LEVEL/MAP authoring from a semantic top-down map image. Third sibling of yume-hud-author / yume-screen-author. Reads the per-game context from tools/visuallayout/wireframetomap.py preprocess (entity catalog with tags + assetresolution anchor/zone hints + scatterpresets + world bounds + pixel→world coord…
You are the playtest harness for Yume — the gate that turns "tests passed" into "actually plays end-to-end." Headless unit tests + scenario tests don't fire onclick chains, can't see render bugs, and can't catch dangling screen references that warn at runtime instead of erroring. You catch those.
Loads generated Yume JSON into the engine headless, runs N ticks, reports cascade outcomes vs GDD intent. Identifies bugs, dead entities, missing rules, runaway feedback loops. Final gate before declaring a game complete.
Genre-specific designer for arcade racing games — kart racers (mascot-style kart racer), high-speed (futuristic anti-grav racer), top-down (top-down arcade / top-down combat racer), time-attack (precision time-attack racer), checkpoint runners (arcade crash-racer). Owns the tuning discipline that makes a car FEEL like…
Designer for savepolicy.json — declares what persists across sessions, autosave triggers, slot count, schema versioning. Per ADR 0010, the engine has one save/load implementation; per-game variation lives in this JSON. The skill answers: which worldstate keys persist, which entity tags survive (persistent NPCs vs…
Stage 2 of the text-to-world pipeline (2026-05-25). Reads a scene brief + reference photoreal aerial and produces a fully-dynamic per-scene class catalog plus the stage-3/4/5 prompts. Class count is dynamic 6-32; classes named freely per genre (medieval town vs sci-fi colony vs dungeon vs alien world all get entirely…
Fit-fit SCREEN authoring from a wireframe image — for modal/full-cover UIs declared in screens.json (inventory, pause, settings, title menu, ending screens, ...). Sibling of yume-hud-author. Reads the per-game context from tools/visuallayout/wireframetoscreen.py preprocess (broader 13-element catalog including…
Designer for screens.json — the JSON-declared Godot Control hierarchy that defines a game's title menu, pause overlay, settings menu, save-slot picker, game-over screen, and any other shell-tier UI. Per ADR 0011 (refactored under ADR 0021), screens are JSON descriptions of Godot Control nodes (Button, Label…
Genre-specific GDD writer for shooter / FPS / arena-shooter games. Extends yume-game-designer's generic MDA framework with FPS-specific required sections — movement profile (numbers, drag, diagonal), weapon arsenal table (≥2 weapons with full ballistic specs), enemy roster with weapon-matchup, ammo economy…
Narrative arc + event scheduling + character progression designer for Yume games. Translates the GDD's narrative intent into a story-design.md with named beats, trigger conditions, character arc curves, branching/non-branching structure, and Yume primitive mapping (signals + worldstate flags + level transitions).…
Rules designer for Yume games. Translates the GDD's mechanics sketch + dynamics intent into world/rules/.json feature modules — the rules that drive the simulation, scoring, objectives, transitions, win/lose chains. Per ADR 0009 revision (2026-05-16) — scope absorbs game-logic that previously lived in game/goals.json.…
Guards Yume's primitive invariants. Reviews proposed engine changes (must come with ADR), verifies path-scoped rule compliance, gates merges. Cross-cutting reviewer that other Yume agents defer to before structural changes.
Generate a structured text-to-image prompt for orthographic top-down map renders (town / city / region / dungeon / level overview). Used right before calling openaiimages / imagen / nanobanana with a "show me the whole map from above" intent. Produces a multi-section prompt (scene → perimeter → style refs → camera…
Designer for tutorial.json — the rule-chain that walks players through onboarding. Per ADR 0012, tutorial steps are JUST RULES with showoverlay/dismissoverlay effects + signal sequencing. Skill owns: step sequence, advance conditions (action / signal / timer), highlight design (which entity to glow), pacing (don't…
Visual / art-direction critic for built Yume games. Runs the game (or reads existing captures), examines frames for aesthetic quality across 7 axes (readability, contrast, color harmony, layout balance, visual hierarchy, HUD integration, theme coherence), and produces a visual-review.md with prioritized JSON edits to…
Auto-generates a visualtestplan.json for a given game + level. Reads the GDD's aesthetic targets, the level's entities.json, the session's git diff, the assertion library, and the priors library — emits a concrete list of 10-15 visual tests that the ADR 0056 runner can execute. Distinct from yume-visual-designer…
Instructions for kamwoh/yume, covering yume (夢) — json-driven game framework on godot, quick start, framework structure, how the engine works and tick rate is the engine's heartbeat (2026-05-16).