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…
Use when building, running, playtesting, or debugging a Godot 4.7 game through the NIUA Godot MCP (mcpniua-godot tools): create/open/save scenes, nodes, scripts, runmainscene / runcustomscene / runplaytestevidence, runtime probe, screenshots. Also use for untitled or unsaved scenes, nomainscene, stuck Save As or…
End-to-end test for a converted Unity project. Delegates the full conversion (including agent-driven Steps 4a and 4c) to /convert-unity, then launches Studio with the produced rbxlx, drives the gameplay-feature fixtures via Studio MCP, and writes a combined pass/fail report. Upload step (6) is skipped — cached asset…
Comprehensive knowledge base for due game server framework (v2.5.2). Use this skill when: Working with due framework (any version, especially v2.5.2) Building distributed game servers or real-time applications Implementing Gate services (TCP/KCP/WebSocket) for client connections Creating Node services with Actor model…
Game development pipeline from concept to gold master. Unity C#/URP and Unreal Engine Python/Blueprint. Use when creating, debugging, or modifying games via MCP bridge. Text-to-game automation.
A workflow for moving business features between Cocos Creator projects, including locating entry points, mapping code dependencies, checking resources, and fixing paths. Cocos Creator is a tool for building games and interactive applications.
Generate pixel art images, sprite animations, and tilemaps from natural language descriptions. Use when user asks to "draw a pixel art apple", "generate a 64x64 sprite", "create pixel animation", "make a sprite sheet", "design a tilemap", "build a game map", or describes visual scenes, objects, characters in pixel art…
A guided game-design workshop that turns a game idea into an initial design plan. It asks structured questions, then creates a game design document, a prototype checklist, and a critical analysis.
This skill should be used when the user asks to "review my mod", "check my code", "code review", "audit the plugin", "/mc-review", or requests a quality check on Minecraft mod/plugin code. It performs static analysis for correctness, performance, compatibility, and best-practice issues specific to Minecraft Forge…
Author CS2 Panorama HUD layouts and drive them from a CounterStrikeSharp plugin via PanoramaManager. Use for anything touching customhudlayout, .vxml/.vcss files, panorama/layout/customgame, server-driven CS2 menus, weapon pickers, admin panels, HUD bars or toasts - and whenever writing Panorama CSS, because web CSS…
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
Drive a Godot project through the gear-mcp-server MCP tools (writefile, createscene, addnode, attachscripttonode, attachscreenshothelper, runscenewithtimeout, plus 110 more). Invoke when the user opens the gear-mcp-server project, mentions the in-editor MCP, or asks to build, debug, or visually test a Godot…
Install, configure, integrate, troubleshoot, or improve public Peak Studios FiveM resources using versioned documentation and source provenance. Use when working with peak-bridge, peak-chess, peak-clothingitems, peak-sprays, or peak-trucking; when selecting a compatible Peak script; or when adapting one to ESX…
Produces a compact tool-agnostic GM run sheet for during play — the narrative and discovery overlay a VTT does not give you. It stitches the session-prep one-pager, the clue map, and the active fronts and clocks into a single page the GM glances at mid-session — the strong start, the scene beats, a secrets-and-clues…
End-to-end maintainer loop for any Decky plugin on Steam Deck: build/deploy via MCP, watch-deploy, BPM vs Gaming Mode testing, screenshots, optional log tunnel, and when to use decky-screenshot-ingest. Use when changing src/, main.py, plugin.json, or closing Deck-facing UI/RPC work.
You are about to play Disco Elysium — a groundbreaking detective RPG, entirely in text form. You wake up in a trashed hotel room in Revachol with a brutal hangover and no memory of who you are. A body is hanging from a tree behind the hotel. You are a cop. You need to solve the murder — and figure out who you are.
A guide for connecting an MCP client to a Cocos Creator project, a game project made with the Cocos editor. It covers editor selection, scenes, assets, prefabs, animations, previews, and project extensions.
Use when working on Minecraft Java mods, NeoForge, Forge, Fabric, KubeJS, ProbeJS, datapacks, resource packs, Minecraft shaders/client visuals, modpack crashes, Gradle mod workspaces, local mod jars, Modrinth/CurseForge metadata, mappings, Minecraft docs, or version migration.
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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: