kyh/vibedgames

A game studio for your agent 🎮

55Stars on the repository
47Mods indexed here, across every type
yesterdayLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

release

01

kyh/vibedgames

Skill Claude CodeCodex

Bump, build, publish, tag, and changelog vibedgames npm packages — vibedgames (CLI), @vibedgames/multiplayer, and/or @vibedgames/gamepad. Skips packages with no changes since last release. Use when the user wants to ship a new version. Args optional: package(s) and bump type, e.g. "release multiplayer patch", "release…

55 yesterday C 105 tokens original MIT

kyh/vibedgames

Skill Claude CodeCodex

Part of asset-pipeline

Turn a character anchor into an engine-loadable animated spritesheet by generating ONE labeled pose-board image (a grid of the same character in the frames of an action) and slicing it. Works for any action — idle, run, jump, attack, hurt, crouch, death, roll. Generates a per-frame-labeled pose board on a flat chroma…

55 yesterday A 148 tokens original MIT

aseprite

03

kyh/vibedgames

Skill Claude CodeCodex

Part of asset-pipeline

Infer structure/metadata from Aseprite files (.ase/.aseprite; common typo .aes): parse headers/frames/chunks (layers, cels, tags, slices, palettes, tilesets), compute durations/bounds, and generate JSON for engines/tools.

55 yesterday A 56 tokens original MIT

asset-pipeline

04

kyh/vibedgames

Skill Claude CodeCodex

Part of asset-pipeline

Asset pipeline utilities for 2D game projects: validate an asset manifest against PNGs on disk, probe sprite sheets/tilesets to find non-empty grid frames, and report PNG dimensions. Use when adding/updating art, debugging missing/unused assets, auditing sprite sheets, or generating frame/size metadata for import…

55 yesterday A 80 tokens original MIT

image-to-threejs

05

kyh/vibedgames

Skill Claude CodeCodex

Part of asset-pipeline

REQUIRES uv + Python 3.12 and a one-time git clone — unlike the other asset skills, this one is not Node-only. Turn a generated reference image into a rigged, procedural Three.js prop — code, not a mesh file. Generate ONE clean product-shot reference with vg generate, author a component spec (parts, materials, pivots…

55 yesterday A 186 tokens original MIT

pixel-snapper

06

kyh/vibedgames

Skill Claude CodeCodex

Part of asset-pipeline

Recover the true low-resolution pixel grid from upscaled or AI-generated fake pixel art PNGs. Use for snap-to-grid cleanup, native-resolution sprite assets, palette-quantized game art, and known-layout spritesheets. Bundles self-contained Node scripts (no Python, no install).

55 yesterday A 62 tokens original MIT

animation

07

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

2D game animation craft — timing & spacing, frame budgets per clip (idle/walk/run/attack/death), the responsiveness-vs-weight contract, cancel windows, smears, silhouette readability, secondary motion — from Williams' Survival Kit, Mariel Cartwright's Skullgirls GDC talk, saint11, and fighting-game frame practice. Use…

55 yesterday A 150 tokens original MIT

ask-me

08

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Interview the user relentlessly about the game they want to make until the idea is build-ready, resolving each branch of the design tree one question at a time. Use when the user has a fuzzy or one-line game idea and wants to flesh it out before building: 'grill me about my game', 'help me figure out what game to…

55 yesterday A 120 tokens original MIT

design-lenses

09

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Structured game-design critique: review a game through Schell's design lenses, Wright's systems-and-emergence lenses, and the MDA framework, producing severity-ranked findings with concrete fixes. Use when the user asks 'is my game fun?', 'review my game design', 'why is it boring?', 'critique this game', 'what's…

55 yesterday A 118 tokens original MIT

finish-it

10

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Scope-cutting and shipping discipline from Derek Yu's 'Finishing a Game' and 'Death Loops', jam culture, and veteran shipping practice — diagnose why a game project stalled, cut to a shippable core, define a binary finish line, ship it. Use when: a game project is stalled or sprawling, 'I keep adding features', 'it's…

55 yesterday A 115 tokens original MIT

game-balance

11

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Game systems, loops, economy and balance math — core-loop construction, sources/sinks, cost & power curves with real formulas, loot tables, pity timers, prestige math, dominant-strategy audits — from Schreiber's Game Balance Concepts, Daniel Cook's skill atoms & loot tables, Machinations, Hopson's reward schedules…

55 yesterday A 139 tokens original MIT

game-feel

12

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Deep game-feel and juice reference — input forgiveness windows, movement curves, movement depth & player expression, hit stop, trauma-based screen shake, squash & stretch, camera kick, audio feel — with concrete numbers from the canonical sources (Swink, Vlambeer, Celeste, Smash). Use when tuning how a game FEELS…

55 yesterday A 149 tokens original MIT

game-playbook

13

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

The end-to-end recipe for building a GREAT browser game from a one-line idea, plus the craft checklist that separates a tech demo from something fun. Use when the user says 'make a game', 'build a [genre] game' ('make a pixel art top-down slasher', 'build a platformer', 'make a shooter'), 'create a game', or asks to…

55 yesterday A 123 tokens original MIT

game-ui

14

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Game interface craft — HUD zoning and hierarchy, fixed-width numerals, alert-color roles, meters over stat cards, menu/overlay states, touch controls (44px targets, safe-area insets, pointer-release handling) — for Phaser, Three.js, and DOM overlays. Use when: building or reviewing a HUD, score/timer/health display…

55 yesterday A 106 tokens original MIT

level-design

15

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Level, wave, and arena design patterns from the canon (Nintendo's kishōtenketsu, Scott Rogers' Disneyland weenies, Celeste's room design, Valve's experiential density) — structure, pacing, teaching through geometry, guiding the eye, wave grammar for endless games. Use when designing or generating levels, waves…

55 yesterday A 117 tokens original MIT

onboarding

16

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

First-30-seconds design, invisible tutorials, difficulty curves, failure/retry loops and assist modes for link-shared browser games — distilled from George Fan's PvZ tutorial rules, Jenova Chen's flow thesis, Koster's Theory of Fun, Juul's Art of Failure, and Celeste's Assist Mode. Use when: 'players don't get it'…

55 yesterday A 123 tokens original MIT

teach-me

17

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Teach the user end-to-end browser game development over multiple sessions — design, engine, art, audio, juice, multiplayer, shipping — by building real games together. Use when the user wants to LEARN to make games themselves: 'teach me game development', 'I want to learn to make games', 'teach me Phaser', 'how do…

55 yesterday A 98 tokens original MIT

vfx

18

kyh/vibedgames

Skill Claude CodeCodex

Part of game-craft

Real-time 2D VFX cookbook — layered explosions, hit sparks, muzzle flashes, trails, smoke, pickups, heals, shockwaves, weather — with particle parameter recipes, color/readability rules, and mobile-browser performance budgets, from Diablo's VFX talk, Riot's style guide, saint11, and the GDC VFX bootcamps. Use when…

55 yesterday A 137 tokens original MIT

capacitor-ios

19

kyh/vibedgames

Skill Claude CodeCodex

Part of game-engines

Build and ship Three.js apps on Capacitor iOS with Vite and Swift Package Manager: GLTF loading, assetsindex animation UI, OrbitControls mouse/touch mappings, and iOS sync/run troubleshooting.

55 yesterday A 46 tokens original MIT

phaser

20

kyh/vibedgames

Skill Claude CodeCodex

Part of game-engines

Build 2D browser games with Phaser 4: scene lifecycle, sprites, Arcade/Matter physics, tilemaps, WebGL rendering, filters, lighting, shaders, DynamicTexture/RenderTexture, SpriteGPULayer, TilemapGPULayer, and Phaser 3 to 4 migration. Trigger: phaser, phaser 4, phaser v4, create phaser game, add phaser scene, phaser…

55 yesterday A 139 tokens original MIT

threejs

21

kyh/vibedgames

Skill Claude CodeCodex

Part of game-engines

Build 3D browser apps AND games with Three.js (r150+, ES modules): scene setup, geometries, materials, lighting, animation, GLTF models, physics (Rapier/cannon-es/arcade), character controllers, follow/third-person cameras, fixed-timestep loops, post-processing, and performance/debugging. Use for 'create a three.js…

55 yesterday A 280 tokens original MIT

gamepad

22

kyh/vibedgames

Skill Claude CodeCodex

Part of game-features

Add on-screen touch controls (virtual joystick + buttons) to browser games using @vibedgames/gamepad. Use when the user wants mobile/touch controls, a virtual joystick or d-pad, on-screen action buttons, or to make a desktop game playable on phones. Triggers on: 'add touch controls', 'mobile controls', 'make it work…

55 yesterday A 99 tokens original MIT

multiplayer

23

kyh/vibedgames

Skill Claude CodeCodex

Part of game-features

Add multiplayer to browser games using @vibedgames/multiplayer. Use when the user wants to add multiplayer, real-time sync, shared state, player state, or co-op/PvP to a web game. Triggers on: 'make it multiplayer', 'add multiplayer', 'sync between players', 'real-time', 'co-op', 'PvP'.

55 yesterday C 78 tokens original MIT

character-design

24

kyh/vibedgames

Skill Claude CodeCodex

Part of generate

Build consistent character designs and character media with vg generate. Use this for original characters, reference sheets, expression sheets, outfit variations, identity-preserving edits, and character-to-video workflows.

55 yesterday A 41 tokens original MIT

At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: