vibedgames
01Plugin Claude Code
Plugin marketplace listing 6 plugins: game-engines, asset-pipeline, game-features, game-craft, generate.
Plugin Claude Code
Plugin marketplace listing 6 plugins: game-engines, asset-pipeline, game-features, game-craft, generate.
Hook Claude Code
Runs when a session starts on startup and resume, running an inline shell check. From kyh/vibedgames.
Settings file Claude Code
Agent settings declaring 1 hook event (SessionStart) and 7 allowed tools.
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…
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.
Instructions file
Instructions for kyh/vibedgames, covering agent instructions, agent-driven development, what this is, product & business context and key architectural decisions.
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…
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.
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…
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.
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…
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…
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).
Plugin Claude Code
Make browser games have taste — the build order and craft that separate a tech demo from something fun.
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…
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…
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…
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…
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…
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…
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…
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…
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…
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'…