Implement and review Cocos Creator 3.8 gameplay architecture, TypeScript components, UI systems, scene wiring, prefabs, resource loading, input, audio, tweening, collision, object pooling, state machines, and maintainable runtime code. Use whenever the user asks Codex to build gameplay, create a Cocos prototype…
Design and tune game balance, economy, progression, difficulty curves, combat numbers, rewards, costs, timers, spawn rates, and Cocos data tables for mini-games. Use when Codex needs to create numeric targets, balancing spreadsheets, level parameters, upgrade systems, scoring rules, or simulation checks for a Cocos…
Direct production-quality game design for Cocos Creator and WeChat Mini Game projects. Use when Codex needs to turn a game idea into a playable concept, define a core loop, scope an MVP or vertical slice, critique mechanics, write a design brief, choose player goals and rewards, or align gameplay implementation with…
Research and deconstruct reference games, genre expectations, player promises, mechanics, content patterns, monetization-adjacent systems, art/audio cues, UX conventions, and IP-safe design pillars before planning or implementing Cocos Creator and WeChat Mini Game projects. Use when the user describes a game by…
Design and critique touch-first interaction, game UX, UI states, onboarding, feedback, and control feel for Cocos Creator and WeChat Mini Game projects. Use when Codex needs to improve controls, menus, HUD, restart flow, tutorials, input mapping, moment-to-moment feedback, or player comprehension before or during…
Plan and run production-oriented playtest, QA, smoke-test, runtime verification, local Cocos preview checks, WeChat Mini Game build checks, bug triage, and acceptance gates for Cocos Creator projects. Use when Codex needs to verify whether a Cocos mini-game is playable, fun, comprehensible, stable, performant, and…
Assemble Cocos Creator 3.8 scenes, prefabs, nodes, components, serialized properties, UI roots, managers, pools, and asset references into playable local game scenes. Use whenever the user asks Codex to wire gameplay into a Cocos scene, create or update prefabs, attach scripts, assign generated assets, define node…
Build, inspect, and debug local Cocos Creator 3.8 WeChat Mini Game packages without publishing. Use whenever the user asks Codex to prepare a Cocos project for local wechatgame build, create or review build configs, run Cocos Creator command-line builds, inspect build/wechatgame output, check package budgets, or…
Direct visual style, art bibles, asset consistency, prompt language, sprite readability, UI visual systems, animation style, and Cocos-ready asset QA for game art pipelines. Use before asset generation when Codex needs to define a coherent look, guide or critique generated assets, coordinate with cocosassetforge…
Plan, generate, adapt, validate, and import Cocos Creator 3.x game assets through a configured Cocos Asset Forge-compatible MCP. Use whenever the user asks for Cocos assets, sprites, sprite sheets, tilesets, UI packs, effects, placeholders, audio, art bibles, Cocos-ready metadata, asset folders, bundle placement…
Review generated or imported Cocos Creator game assets against game design, art direction, gameplay semantics, animation needs, technical quality, mobile readability, interaction feedback, audio fit, performance risk, and runtime import constraints. Use after asset generation or adaptation, before importing assets…