kyh

53 mods across 2 repositories, 65 stars between them.

vibedgames

01

kyh/vibedgames

Plugin Claude Code

Plugin marketplace listing 6 plugins: game-engines, asset-pipeline, game-features, game-craft, generate.

55 2d ago A tokens not measured original MIT

SessionStart

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kyh/vibedgames

Hook Claude Code

Runs when a session starts on startup and resume, running an inline shell check. From kyh/vibedgames.

55 2d ago A tokens not measured original MIT

vibedgames

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kyh/vibedgames

Settings file Claude Code

Agent settings declaring 1 hook event (SessionStart) and 7 allowed tools.

55 2d ago A tokens not measured original MIT

release

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kyh/vibedgames

Skill Claude CodeCodex

Bump, build, publish, tag, and changelog vibedgames npm packages — vibedgames (CLI), @vibedgames/multiplayer, and/or @vibedgames/gamepad. Skips packages with no changes since last release. Use when the user wants to ship a new version. Args optional: package(s) and bump type, e.g. "release multiplayer patch", "release…

55 2d ago C 105 tokens original MIT

kyh/vibedgames

Instructions file CodexOpenCode

Instructions for kyh/vibedgames, covering agents.md, quickstart (headless), environment, seeded logins and a real session cookie, for handing to a browser context.

55 2d ago A 2,993 tokens original MIT

kyh/vibedgames

Instructions file

Instructions for kyh/vibedgames, covering agent instructions, agent-driven development, what this is, product & business context and key architectural decisions.

55 2d ago A 2,913 tokens original MIT

charter

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kyh/vibedgames

Agent

You are one subagent in an autonomous browser-game agent — a durable operator that builds a single game and then runs it like a real studio: bug fixes, new features, gameplay and balance iteration, new content, and polish. Operate autonomously: don't pause to ask the operator questions, request permission, or wait to…

55 2d ago A 0 tokens original MIT

asset-pipeline

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kyh/vibedgames

Plugin Claude Code

Refine and process generated game assets: animated spritesheets, Aseprite parsing, sprite-sheet pipelines, pixel-grid snapping, and image-to-procedural-Three.js props.

55 2d ago A tokens not measured original MIT

kyh/vibedgames

Skill Claude CodeCodex

Turn a character anchor into an engine-loadable animated spritesheet by generating ONE labeled pose-board image (a grid of the same character in the frames of an action) and slicing it. Works for any action — idle, run, jump, attack, hurt, crouch, death, roll. Generates a per-frame-labeled pose board on a flat chroma…

55 2d ago A 148 tokens original MIT

aseprite

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kyh/vibedgames

Skill Claude CodeCodex

Infer structure/metadata from Aseprite files (.ase/.aseprite; common typo .aes): parse headers/frames/chunks (layers, cels, tags, slices, palettes, tilesets), compute durations/bounds, and generate JSON for engines/tools.

55 2d ago A 56 tokens original MIT

asset-pipeline

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kyh/vibedgames

Skill Claude CodeCodex

Asset pipeline utilities for 2D game projects: validate an asset manifest against PNGs on disk, probe sprite sheets/tilesets to find non-empty grid frames, and report PNG dimensions. Use when adding/updating art, debugging missing/unused assets, auditing sprite sheets, or generating frame/size metadata for import…

55 2d ago A 80 tokens original MIT

image-to-threejs

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kyh/vibedgames

Skill Claude CodeCodex

REQUIRES uv + Python 3.12 and a one-time git clone — unlike the other asset skills, this one is not Node-only. Turn a generated reference image into a rigged, procedural Three.js prop — code, not a mesh file. Generate ONE clean product-shot reference with vg generate, author a component spec (parts, materials, pivots…

55 2d ago A 186 tokens original MIT

pixel-snapper

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kyh/vibedgames

Skill Claude CodeCodex

Recover the true low-resolution pixel grid from upscaled or AI-generated fake pixel art PNGs. Use for snap-to-grid cleanup, native-resolution sprite assets, palette-quantized game art, and known-layout spritesheets. Bundles self-contained Node scripts (no Python, no install).

55 2d ago A 62 tokens original MIT

game-craft

14

kyh/vibedgames

Plugin Claude Code

Make browser games have taste — the build order and craft that separate a tech demo from something fun.

55 2d ago A tokens not measured original MIT

animation

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kyh/vibedgames

Skill Claude CodeCodex

2D game animation craft — timing & spacing, frame budgets per clip (idle/walk/run/attack/death), the responsiveness-vs-weight contract, cancel windows, smears, silhouette readability, secondary motion — from Williams' Survival Kit, Mariel Cartwright's Skullgirls GDC talk, saint11, and fighting-game frame practice. Use…

55 2d ago A 150 tokens original MIT

ask-me

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kyh/vibedgames

Skill Claude CodeCodex

Interview the user relentlessly about the game they want to make until the idea is build-ready, resolving each branch of the design tree one question at a time. Use when the user has a fuzzy or one-line game idea and wants to flesh it out before building: 'grill me about my game', 'help me figure out what game to…

55 2d ago A 120 tokens original MIT

design-lenses

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kyh/vibedgames

Skill Claude CodeCodex

Structured game-design critique: review a game through Schell's design lenses, Wright's systems-and-emergence lenses, and the MDA framework, producing severity-ranked findings with concrete fixes. Use when the user asks 'is my game fun?', 'review my game design', 'why is it boring?', 'critique this game', 'what's…

55 2d ago A 118 tokens original MIT

finish-it

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kyh/vibedgames

Skill Claude CodeCodex

Scope-cutting and shipping discipline from Derek Yu's 'Finishing a Game' and 'Death Loops', jam culture, and veteran shipping practice — diagnose why a game project stalled, cut to a shippable core, define a binary finish line, ship it. Use when: a game project is stalled or sprawling, 'I keep adding features', 'it's…

55 2d ago A 115 tokens original MIT

game-balance

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kyh/vibedgames

Skill Claude CodeCodex

Game systems, loops, economy and balance math — core-loop construction, sources/sinks, cost & power curves with real formulas, loot tables, pity timers, prestige math, dominant-strategy audits — from Schreiber's Game Balance Concepts, Daniel Cook's skill atoms & loot tables, Machinations, Hopson's reward schedules…

55 2d ago A 139 tokens original MIT

game-feel

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kyh/vibedgames

Skill Claude CodeCodex

Deep game-feel and juice reference — input forgiveness windows, movement curves, movement depth & player expression, hit stop, trauma-based screen shake, squash & stretch, camera kick, audio feel — with concrete numbers from the canonical sources (Swink, Vlambeer, Celeste, Smash). Use when tuning how a game FEELS…

55 2d ago A 149 tokens original MIT

game-playbook

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kyh/vibedgames

Skill Claude CodeCodex

The end-to-end recipe for building a GREAT browser game from a one-line idea, plus the craft checklist that separates a tech demo from something fun. Use when the user says 'make a game', 'build a [genre] game' ('make a pixel art top-down slasher', 'build a platformer', 'make a shooter'), 'create a game', or asks to…

55 2d ago A 123 tokens original MIT

game-ui

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kyh/vibedgames

Skill Claude CodeCodex

Game interface craft — HUD zoning and hierarchy, fixed-width numerals, alert-color roles, meters over stat cards, menu/overlay states, touch controls (44px targets, safe-area insets, pointer-release handling) — for Phaser, Three.js, and DOM overlays. Use when: building or reviewing a HUD, score/timer/health display…

55 2d ago A 106 tokens original MIT

level-design

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kyh/vibedgames

Skill Claude CodeCodex

Level, wave, and arena design patterns from the canon (Nintendo's kishōtenketsu, Scott Rogers' Disneyland weenies, Celeste's room design, Valve's experiential density) — structure, pacing, teaching through geometry, guiding the eye, wave grammar for endless games. Use when designing or generating levels, waves…

55 2d ago A 117 tokens original MIT

onboarding

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kyh/vibedgames

Skill Claude CodeCodex

First-30-seconds design, invisible tutorials, difficulty curves, failure/retry loops and assist modes for link-shared browser games — distilled from George Fan's PvZ tutorial rules, Jenova Chen's flow thesis, Koster's Theory of Fun, Juul's Art of Failure, and Celeste's Assist Mode. Use when: 'players don't get it'…

55 2d ago A 123 tokens original MIT