vucinatim/air-jam

Open-source framework for phone-controller multiplayer party games, built for AI-assisted dev. Scaffold with one command, deploy anywhere, play on any phone.

This repository also configures its own agents. See what air-jam tells them →

6Stars on the repository
14Mods indexed here, across every type
yesterdayLast push, which is what freshness is scored on
MITLicence, which decides whether bodies are shown

vucinatim/air-jam

Skill Claude CodeCodex

Use when an Air Jam task needs canonical guidance and you need to know which local docs to read, when hosted docs are appropriate, and how to avoid reading the whole docs tree unnecessarily.

not rated 6 +1 changed yesterday A 44 tokens original MIT

airjam-mcp

02

vucinatim/air-jam

Skill Claude CodeCodex

Use when operating an Air Jam project through its first-party MCP tools for inspection, development, semantic game sessions, logs, quality gates, and releases.

not rated 6 +1 yesterday A 35 tokens original MIT

canvas-2d-gameplay

03

vucinatim/air-jam

Skill Claude CodeCodex

Use when building or reviewing a 2D Air Jam game with canvas so simulation, rendering, SVG/sprite assets, scaling, and collision stay clean instead of collapsing into DOM-heavy ad hoc logic.

not rated 6 +1 yesterday A 47 tokens original MIT

controller-ui

04

vucinatim/air-jam

Skill Claude CodeCodex

Use when building or reviewing Air Jam controller surfaces so touch controls stay simple, readable, and game-appropriate instead of drifting into dense web-app UI patterns.

not rated 6 +1 yesterday A 34 tokens original MIT

debug-and-test

05

vucinatim/air-jam

Skill Claude CodeCodex

Use when debugging or validating an Air Jam project so diagnostics, logging, and tests stay intentional, structured, and aligned with the project architecture.

not rated 6 +1 yesterday A 32 tokens original MIT

game-architecture

06

vucinatim/air-jam

Skill Claude CodeCodex

Use when creating or refactoring gameplay code in an Air Jam project and you need guidance on host vs controller vs domain boundaries, modular structure, and when to refactor before implementing.

not rated 6 +1 yesterday A 40 tokens original MIT

vucinatim/air-jam

Skill Claude CodeCodex

Use when changing stores, per-frame gameplay logic, React state, refs, or rendering integration in an Air Jam project so state ownership stays clear and rerenders stay controlled.

not rated 6 +1 yesterday A 40 tokens original MIT

host-surface

08

vucinatim/air-jam

Skill Claude CodeCodex

Use when building or reviewing the Air Jam host shell so the active game surface stays full-frame, overlays stay modular, and host UI does not interfere with gameplay layout.

not rated 6 +1 yesterday A 37 tokens original MIT

prefab-authoring

09

vucinatim/air-jam

Skill Claude CodeCodex

Use when creating reusable gameplay objects or scene presets so prefabs stay declarative, configurable, and ready for future tooling such as previews and scanned catalogs.

not rated 6 +1 yesterday A 35 tokens original MIT

r3f-3d-scene

10

vucinatim/air-jam

Skill Claude CodeCodex

Use when building or reviewing a 3D Air Jam game with React Three Fiber so scene structure, lighting, shadows, grounding, particles, and physics stay deliberate instead of becoming ad hoc Three.js chaos.

not rated 6 +1 yesterday A 50 tokens original MIT

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