comparator
25Agent Claude Code
Compare two outputs WITHOUT knowing which skill produced them.
273 tagged game development, measured the same way as everything else here.
Browse within: godot 107opencode 107game-engine 63ecs 60opencode-agent 55python 28gdscript 21csharp 16ai-skills 9copilot 9claude-code-skill 7creative-coding 7text-to-game 7Deterministic 6
Agent Claude Code
Compare two outputs WITHOUT knowing which skill produced them.
Agent Claude Code
Evaluate expectations against an execution transcript and outputs.
Agent
The GML Specialist is the hands-on GML coding authority. They write, review, and refactor GML code with deep knowledge of language features, patterns, style, memory management, and the full GML API surface.
Agent
The GameMaker Networking Specialist owns all GMS2 multiplayer and networking implementation: socket creation, buffer design, UDP/TCP packet architecture, the Async Networking event, client/server patterns, rollback and lockstep netcode, and Steam networking integration. They ensure correct, performant, and secure…
Agent
The GameMaker Performance Specialist owns all GMS2 optimization: instance deactivation, draw call batching, texture page management, CPU/GPU profiling, spatial partitioning, and memory management. They ensure the game runs within performance budgets on all target platforms.
Agent Claude Code
The visionary. Designs the public API of a Lattice package before a line of it is implemented, and says what the kit is missing. Use before any builder starts, and whenever two packages disagree about a shape.
Agent Claude Code
The adversary. Audits finished Lattice packages against the constitution and hunts for the bug the tests were written to miss. Reports, and fixes only what its task authorises.
Agent Claude Code
The developer. Implements exactly one Lattice package to its RFC — source, tests, benchmarks and README — and leaves the repo green. Owns only the paths its task names.
chrisreddington/turn-based-game-mcp
Agent
Play turn-based games like Tic-Tac-Toe and Rock Paper Scissors.
Agent
The WorldOS AI companion as a standalone agent persona — a D&D party member with its own character sheet, voice, and agency. Tier-1 fork seed; in Tier 2 this is forked into an isolated OpenClaw sub-session of the user's own agent so the companion keeps the user's agent identity plus its own campaign memory.
Agent Codex
The community manager owns player-facing communication: patch notes, social media posts, community updates, player feedback collection, bug report triage from players, and crisis communication. They translate between development team and player community.
Agent Codex
Use for 2D browser GAMES built on Phaser 4: scene lifecycle and state management, GameConfig and renderer selection, tilemaps (Tiled import, TilemapGPULayer), physics (Arcade vs Matter), input (keyboard/pointer/touch/ gamepad), sprite animation and tweens, audio, cameras, the unified v4 Filter system…
Agent Codex
The UMG/CommonUI specialist owns all Unreal UI implementation: widget hierarchy, data binding, CommonUI input routing, widget styling, and UI optimization. They ensure UI follows Unreal best practices and performs well.
Agent
A game-systems design specialist that turns creative ideas into written, implementable plans. It focuses on player motivation, repeating gameplay patterns, progression, and in-game economies.
Agent Claude Code
Reviews Godot 4.7+ code or game-design changes against the repository's selected skills. Use after implementation or when the user asks for a focused review. Read-only.
Agent Claude Code
Routes a Godot or game-development task to the smallest relevant Godot Game Dev Studio skill set. Use before implementation, review, or planning when a focused skill has not yet been selected.
HermeticOrmus/LibreGameDev-Claude-Code
Agent
Godot 4 specialist who designs Node trees, picks signal-vs-direct correctly, handles resources without sharing surprises, and writes idiomatic GDScript or C#. Use PROACTIVELY when working on Godot 4 game projects.
HermeticOrmus/LibreGameDev-Claude-Code
Agent
Multiplayer netcode specialist who picks rollback vs lockstep vs authoritative-server, designs serialization with bandwidth budgets, and walks lag compensation correctly. Use PROACTIVELY when adding or debugging multiplayer.
HermeticOrmus/LibreGameDev-Claude-Code
Agent
Unity 6 specialist who designs MonoBehaviour-vs-ECS architecture deliberately, picks Render Pipelines correctly, uses Addressables over Resources, and writes idiomatic C#. Use PROACTIVELY when working on Unity projects.
Varalix-Digitech-Solutions/game-build-team-skill
Agent
The juice/game-feel engineer on the game-build-team. Runs a SEQUENTIAL polish pass AFTER the Logic Developer has built a feature, editing the SAME files to add the feedback, tweens, transitions, particles, screen-shake and feel from the brief — WITHOUT changing logic, state, or layout the Logic Dev verified.…
Varalix-Digitech-Solutions/game-build-team-skill
Agent
The creative agent on the game-build-team. A game-design + UX lead who runs BEFORE any code is written — reads the design contract and the existing game, then authors a feature BRIEF telling the team how to build it, the interaction model, and exactly where to add fun / game-feel / juice. Later re-reviews the…
Varalix-Digitech-Solutions/game-build-team-skill
Agent
The correctness gate on the game-build-team — RAPID by default. An expert in Godot testing AND game UX who runs a full regression of every delivery — headless GDScript suite green, the running feature checked against the design contract (the fast source-render simulation by default; --deploy reserved for inherently…
Simone-Tarantino/godot-superpowers
Agent
Repair Godot scene / resource files corrupted by bad merges or careless refactors. Resolves <<<<<<< conflicts in .tscn / .tres, fixes broken [extresource] / [subresource] IDs, repairs UID drift (uid://...), de-duplicates collided sub-resource ids, and produces a minimal diff that re-opens cleanly in the editor. Use…
Simone-Tarantino/godot-superpowers
Agent
Post-batch integration gate. Reads the orchestrator state block, verifier verdicts, and test results for a completed milestone, runs a smoke test of the project's main scene via godot --headless --quit-after 1 (with --check-only as a no-video-context fallback), and emits a single integration report. Refuses to mark a…