Use when the user activates Rocky mode in Hermes, asks Hermes to speak as Rocky, wants Project Hail Mary / Eridian roleplay, or says to use Rocky voice. Persona skill: every user-visible response should be rendered in Rocky's voice until the user says 'Rocky stop', 'stop Rocky', or 'normal mode'.
Use this skill when gameplay decisions feel flat, obvious, overwhelming, or random. Trigger on: 'choices don't matter', 'the game plays itself', 'analysis paralysis', 'players feel overwhelmed', 'combat feels random', 'players can't plan ahead', 'too much information on screen', 'nothing to think about between…
Use this skill when a game or repo has too many mechanics, too much special-case code, or shallow gameplay despite lots of content. Trigger on: 'my game feels bloated', 'should I cut this mechanic', 'my codebase is full of special cases', 'players found an exploit/dominant strategy', 'balance review', 'the game is…
Use this skill when designing, reviewing, or auditing a game (or a game repo) at the level of what the player feels. Trigger on: 'why is my game boring', 'is this feature worth building', 'what should this game feel like', 'review my game design', 'audit my game repo', 'my playtest feedback is flat', 'players quit…
The orchestrator for the game design skill suite. Use this skill FIRST for any broad, multi-lens, or ambiguous game design request, and whenever the user extends scope mid-conversation. Trigger on: 'review my game', 'full design audit', 'audit my repo', 'why isn't my game fun', 'what's wrong with my game', 'design…
Use this skill when the moment-to-moment action of a game feels weak, floaty, unsatisfying, or lifeless, or when adding impact and juice to a working loop. Trigger on: 'my game feels flat', 'shooting/hitting feels weak', 'add juice', 'game feel', 'screenshake', 'hitstop', 'my combat has no impact', 'the core verb…
Use this skill for game UI, HUD, controls, input feel, or player guidance problems. Trigger on: 'players don't understand my UI', 'HUD review', 'players miss important information', 'controls feel bad/floaty/unresponsive', 'input lag', 'players get lost', 'how do I guide players without arrows everywhere', 'tutorial…
Use this skill for any game storytelling problem: story structure, dialogue systems, environmental storytelling, procedural or AI-generated narrative, player agency, pacing, or setting. Trigger on: 'my story fights my gameplay', 'players skip the dialogue', 'design an emergent story system', 'LLM-driven narrative'…
Use this skill for game development process questions: playtesting, iteration planning, prototyping, what to build next, or interpreting test feedback. Trigger on: 'plan my playtest', 'how do I test this feature', 'my playtest feedback contradicts itself', 'should I build X or Y first', 'roadmap review', 'am I…
Use this skill for anything involving rewards, progression, retention, or player motivation. Trigger on: 'design my progression system', 'loot design', 'daily rewards', 'players grind but seem miserable', 'is my game addictive in a bad way', 'battle pass review', 'XP curve', 'retention mechanics', 'reward schedule'…
Use this skill for anything involving difficulty, learning curves, player skill, or failure states. Trigger on: 'my game is too hard/too easy', 'players rage quit', 'new players bounce off', 'veterans get bored', 'difficulty settings review', 'tutorial design', 'players get stuck', 'softlock', 'checkpoint design'…