Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
Use when setting up a new or existing project on @drincs/pixi-vn, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — this is the entry point every Pixi'VN project needs before touching canvas, narration, sound, storage…
Use when upgrading an existing @drincs/pixi-vn project to a newer version, or when a runtime/type error matches a known breaking change. Covers every breaking change between versions with before/after code.
Use when writing or editing Pixi'VN story content — defining labels (scenes) with newLabel, writing dialogue steps, adding player choices with newChoiceOption/newCloseChoiceOption, conditional/branching labels, or wiring up narration.call/jump/continue and Game.start to progress the story.
Make games and graphics-heavy apps with LittleJS, a fast open-source HTML5 engine. Ask for a game and get a complete playable project in seconds - 2D, Box2D physics, or three.js 3D - ready to run and share.
Use when a LittleJS game's visuals are geometric/abstract/neon shapes or it has many round entities (orbs, gems, bubbles, asteroids, particles, stars), OR when speeding up a game that calls many drawCircle/drawEllipse/drawPoly/drawRegularPoly per frame. Renders shapes as tinted atlas tiles instead.
LittleJS game engine (littlejsengine) conventions — REQUIRED before answering, writing, editing, reviewing, or debugging ANY LittleJS code, including one-line questions about a snippet. TRIGGER whenever "LittleJS" appears, or the code uses…
Scaffold a brand-new, complete playable game project — LittleJS engine included, opens straight from disk in a browser with no server, smallest playable loop written for you. TRIGGER on ANY request to make/create/start/build a game when no other engine or framework is named — "make me a pong game", "make a breakout…
Give a Hearth game real art and sound — importing and slicing spritesheets, animations, procedural sprites and sounds, autonomous CC0 asset sourcing (Kenney, itch.io, OpenGameArt, Freesound, Google Fonts) with licensing rules, and pixel-art discipline (never stretch; read the art before using it). Use when the game…
Structure a Hearth game's world — scenes, entities, components, tilemaps and autotiling (surfaces must connect), collider/sprite alignment, prefabs, animation state machines, and input bindings. Use when creating or arranging what exists in a Hearth game (levels, objects, hierarchies); behavior scripts are…
Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…
Local Summer CLI and MCP server for Summer Engine. Install and run the engine, connect Claude Code, Cursor, Codex, Gemini, and other agents, and build real games with bundled skills, hooks, and plugins. Runs locally from the summer-engine npm package.
Instructions for SummerEngine/summer-engine-agent, covering summer — agent context, what you're working with, critical rules, skill priority and mcp tool palette (project-matched local editor).
Instructions for SummerEngine/summer-engine-agent: This file primes Claude Code on Summer when it loads from this repo. The full agent workflow lives in skills/workflow/using-summer/SKILL.md; activate that skill on every fresh session.
Instructions for SummerEngine/summer-engine-agent, covering summer — context primer for gemini, what summer engine is, how to behave, skill priority and type-system traps.
You are capturing what we just learned in this game-development session into Summer Engine's skill library, so the next agent (and every Summer user) gets to start where we ended.
You are the Summer Engine command router. The user invoked /summer because they want game-development help inside Summer Engine, not generic software advice.
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…
Use when the user wants to design an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior. Walks perception, personality knobs, intent layer, action state machine, telegraphs, defeat handling, and group emergence — outputs a state-machine GDScript stub plus the recommended node tree. Trigger on…
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At most 3 mods per repository are shown here — the rest are on their repository pages: