readme-sync
01Skill Claude CodeCodex
Regenerate the README.md skills table from the filesystem. Run after adding, removing, or renaming skills.
Skill Claude CodeCodex
Regenerate the README.md skills table from the filesystem. Run after adding, removing, or renaming skills.
Skill Claude CodeCodex
Audit the skills library for duplicates, stale content, spec violations, and structural issues. Run periodically or before releases.
Skill Claude CodeCodex
Validate SKILL.md files against the Agent Skills spec and Claude Code extensions. Run on new or modified skills before committing.
Instructions file CodexOpenCode
Instructions for shipshitgames/skills, covering ship shit games — skills — agent instructions, repo structure, cross-agent bootstrap, rules and before editing skills.
Instructions file
Instructions for shipshitgames/skills: Read AGENTS.md first. This file exists so Claude Code uses the same skill-authoring rules as Codex, Cursor, and other agents.
Skill Claude CodeCodex
Build a trench-brawler / battlefield fighting game — character select, 1v1 Duels and 2-4 player Arenas, light/heavy/special combos with cooldown gating, guard + damage-percent knockback, and Warline result banking. Canonical game — Brawl.
Skill Claude CodeCodex
Build first-person arena shooters in the Ship Shit engine — DOOM-style billboard sprite enemies, PointerLockControls eye-height camera, hitscan + projectile weapons, AABB+radius collision, the wave/PvE director, boss ability cycles, and the Vampire-Survivors mode (XP draft, orbit/bolt/nova auto-weapons, run…
Skill Claude CodeCodex
Use when generating, optimizing, or wiring 3D models/sprites/textures/audio into a Ship Shit Games title — defines the assets.json manifest as the single source of truth, the loader that reads it, the AI generation toolbox per asset type, and the mandatory per-asset license record.
Skill Claude CodeCodex
Build a 3D isometric game (tactics, base-builder, dungeon-crawler) on the Ship Shit engine — orthographic iso camera, tile/grid model, pointer raycast to tile (click-to-select/move), draw-order/depth, camera pan/zoom/rotate, and A pathfinding. Use when starting or extending any grid-based top-down-3D game.
Skill Claude CodeCodex
Add real-time multiplayer to a studio Three.js game using PartyKit (Cloudflare) — write the room server, the typed NetClient, remote-avatar interpolation, room codes/share links, and the dev/deploy workflow. Use whenever a game needs networked PvP, shared rooms, or a "join a friend" feature.
Skill Claude CodeCodex
Build a high-speed side-on courier platformer (Sonic-like) — flow-state running, coyote/jump-buffer physics, seeded procedural courses, spike/bar/gap hazards, a speed-ember chain multiplier, and time/score scoring. Canonical game — Redline.
Skill Claude CodeCodex
Give a coding agent eyes on a Ship Shit browser game — boot the Vite dev server, drive the imperative-Three.js game with Playwright (click-to-pointer-lock, WASD/mouse/keys), screenshot the WebGL canvas, assert on HUD state, diff screenshots across runs, and run an autonomous screenshot→diagnose→fix→re-screenshot loop.…
Skill Claude CodeCodex
The foundational @shipshitgames/engine architecture every Ship Shit Games title follows — the Game orchestrator + GameContext + GameSystems registry, the system folder layout, data-driven content, the rAF loop, dispose discipline, and the React-shell-for-HUD boundary. Load this FIRST when starting a new studio game or…
Skill Claude CodeCodex
Build an infiltration side-scroller platformer (Mario-like) — precise single-saboteur platforming with enemies, stomp-kills, moving platforms, hazards, and infiltrate→escape level phases. Canonical game — Rothulk.
Skill Claude CodeCodex
Build a top-down arcade-pilot "survivors" space shooter — mouse-follow flight, an auto-escalating Scourge horde, stacking auto-fire weapons, XP-gem drafts, a multi-phase boss, and drydock meta-progression. Canonical game — Starblight.
Skill Claude CodeCodex
Produce and validate animated 2D/billboard sprites for a Ship Shit Games title — generate animations with VIDEO models (Grok Imagine, 1s-clip rule) instead of image-gen sheets, pixel-snap AI art to real pixels, and validate every asset in single-scene "gym" harnesses (collision/attack bounds, hit-frame selection…
Skill Claude CodeCodex
Promote approved Ship Shit Games sprite drafts into game-ready transparent assets. Use when converting chroma-key sprite concepts into alpha PNG/WebP files, resizing to renderer expectations, replacing placeholder sprites, updating sprite imports or assets.json entries, recording license/provenance, and hot-previewing…
Skill Claude CodeCodex
Generate repeatable lore-backed 2D sprite concept batches for Ship Shit Games characters, enemies, pilots, ships, and bosses. Use when creating first-pass sprite concepts, style variants, faction roster batches, prompt sets, generation ledgers, or draft image batches before final front/side/back production sprites.
Skill Claude CodeCodex
Build a strategy-lite persistent campaign layer — a 3D portal-deck lobby, an SVG war-map command table, four-resource economy, Fortify/Muster/Deploy/Recon commands, faction pressure rings, and a LOCAL tick-loop that upgrades to LIVE PartyKit. Canonical game — Warline.
Skill Claude CodeCodex
Build a 3D tower-defense game (creeps walk a lane, you place towers on a grid to stop them) on the Ship Shit engine, matching the FPS's neon-arena look. Use when adding a TD mode/game with an RTS-style angled or orthographic camera (NOT pointer-lock), raycast click-to-place on a grid, gold/build economy, waypoint…
Skill Claude CodeCodex
Ship Shit Games' end-to-end methodology for vibe-coding a 3D browser game with Claude/Codex from idea to deployed — write a TinyPRD, plan-first, build feature-by-feature in dependency order, playtest after each feature, then ship to Vercel + PartyKit. Use this to orchestrate a whole game build or decide which sibling…