gamedev-skills/awesome-gamedev-agent-skills
77 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic launched as Claude Skills), with a router that loads the right skill for your engine and task. Runs in Claude Code, Cursor, Kiro, Codex, Copilot, Gemini CLI and more.
77 skills listed · Apache 2.0 · 5.2k stars · last pushed 27 Oct 2026
gamedev-skills/awesome-gamedev-agent-skills on GitHub (opens in a new tab)Skills
| Skill | Check | Capabilities | Licence | Updated |
|---|---|---|---|---|
| ai-behavior-trees-utility-ai Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| audio-design Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| bevy-ecs Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| camera-systems Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| card-game Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| create-game-assets Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs. Pattern check: Nothing flaggedWhat it can touch: Runs shell commands · Reaches the network +2Apache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Runs shell commands · Reaches the network +2 | Apache 2.0 | 23 Oct 2026 |
| defold-core Build and debug the core of a Defold game in Lua: game.project settings, collections, game objects and components, script lifecycle and self state, go.property, input focus and bindings, URLs and message passing, factories, collection factories and collection proxies, plus building and smoke-running with Bob. Use when a project has game.project or .collection, .go, .script, .gui_script or .input_binding files, or the request mentions Defold, msg.post, on_message, on_input, acquire_input_focus, factory.create, collection proxy, bob.jar, or a Defold build error. Pattern check: Nothing flaggedWhat it can touch: Downloads software · Runs shell commands +3Apache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Downloads software · Runs shell commands +3 | Apache 2.0 | 23 Oct 2026 |
| dialogue-systems Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| fps-shooter Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| game-ai Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| game-feel Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| game-jam Plan and ship a game under a jam deadline: lock scope to the clock, schedule the hours, cut features, and submit on time. Use for a game jam (Ludum Dare, GMTK Jam, Global Game Jam), a 48-hour or weekend build, or scoping and submitting a jam entry. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| game-ui-ux Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| godot-2d-movement Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and move_and_slide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions. Use when coding a 2D player or enemy controller, a platformer or top-down character, or fixing move_and_slide()/ is_on_floor() behavior in a .tscn with a CharacterBody2D. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-3d-essentials Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-animation Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call Method tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-audio Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-csharp Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# events. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-export Export and build a Godot 4.7 project for distribution: install export templates, define export presets (Windows/macOS/Linux/Web/Android), run headless command-line exports for CI, and handle web (HTML5) COOP/COEP and dedicated-server/headless builds. Use when exporting a Godot game, configuring export_presets.cfg, building for web/desktop/mobile, or automating builds from the command line. Pattern check: Nothing flaggedWhat it can touch: Runs shell commandsApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Runs shell commands | Apache 2.0 | 23 Oct 2026 |
| godot-gdscript Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export). Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-gdscript-headless-testing Run GDScript test suites from the command line with `godot --headless`, using a SceneTree/MainLoop runner script that exits non-zero on failure so CI can gate merges. Use when a Godot project needs unit tests without opening the editor, when wiring a CI job (GitHub Actions or similar) that must fail the build on a failing `.gd` test, or when a `godot --headless` invocation hangs, opens a window, or exits 0 despite failed assertions. Pattern check: Nothing flaggedWhat it can touch: Runs shell commandsApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Runs shell commands | Apache 2.0 | 23 Oct 2026 |
| godot-multiplayer Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-nodes-scenes Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project. Pattern check: Nothing flaggedWhat it can touch: Runs shell commands · Bundles scriptsApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Runs shell commands · Bundles scripts | Apache 2.0 | 23 Oct 2026 |
| godot-physics Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| godot-resources Design data-driven Godot 4.7 games with custom Resource classes: define typed data with class_name + @export, save/load .tres/.res files, instance and duplicate resources, and load on demand with ResourceLoader (incl. threaded loading). Use when modeling items/stats/configs as data in a Godot project, creating .tres resources, or working with custom Resource subclasses and ResourceLoader/ResourceSaver. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-shaders Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-signals-groups Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-tilemap Build and edit tile-based 2D levels in Godot 4.7 with TileMapLayer and TileSet: paint layers, set up collision/navigation/custom-data on tiles, autotile with terrain sets, and read/write cells from code (set_cell, get_cell_tile_data, local_to_map). Use when working with TileMapLayer nodes, .tres TileSets, autotiling, or migrating a deprecated TileMap node to TileMapLayer. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| godot-ui-control Build Godot 4.7 user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| input-systems Architect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| itch-publish Publish and update a game on itch.io: create the project page and upload builds with the butler CLI (butler push) to named channels. Use for itch.io publishing, butler push, channel naming for Windows/macOS/Linux/HTML5, versioning uploads, or shipping a jam or release build to itch.io. Pattern check: Nothing flaggedWhat it can touch: Runs shell commands · Reaches the network +1Apache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Runs shell commands · Reaches the network +1 | Apache 2.0 | 23 Oct 2026 |
| level-design Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| love2d-core Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love). Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| performance-optimization Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow". Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 27 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 27 Oct 2026 |
| phaser-arcade-physics Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| phaser-core Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 27 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 27 Oct 2026 |
| physics-tuning Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| pixijs-rendering Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API (examples checked against 8.22). Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| platformer Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, wall slide and wall jump, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 27 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 27 Oct 2026 |
| procedural-gen Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk, wave function collapse), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, WFC, heightmap/terrain, or loot tables. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| prototype-fast Build a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 8 Aug 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 8 Aug 2026 |
| puzzle Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle. Pattern check: Nothing flaggedWhat it can touch: Instructions onlyApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Instructions only | Apache 2.0 | 23 Oct 2026 |
| pygame-core Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce. Pattern check: Nothing flaggedWhat it can touch: Reaches the networkApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Reaches the network | Apache 2.0 | 23 Oct 2026 |
| roblox-characters Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| roblox-datastores Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| roblox-luau Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores. Pattern check: Nothing flaggedWhat it can touch: Runs shell commandsApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Runs shell commands | Apache 2.0 | 23 Oct 2026 |
| roblox-networking Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| roblox-physics Implement Roblox physical simulation and queries with assemblies, anchoring, constraints, collision groups, CanCollide/CanTouch/CanQuery, raycasts and overlap queries, mass, impulses, forces, velocity, moving assemblies, cleanup, and network ownership. Use for Roblox collisions, hit detection, RaycastParams, PhysicsService, projectiles, vehicles, knockback, constraints, deprecated BodyMovers, unstable motion, or client-owned physics exploits. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
| roblox-simulator-economy Design, balance, and implement the economy of a Roblox simulator, tycoon, clicker, or idle game in Luau: upgrade cost curves, buy max, income per second, rebirth/prestige requirements and multipliers, offline earnings, big-number display (1.5K, 3.4M, 2.0Qa), server-authoritative purchases, repairing tampered or old save data, and odds disclosure for paid random items such as eggs, crates, and spins. Includes a Lune pacing calculator. Use when choosing or checking baseCost/costGrowth/rebirth numbers, writing upgrade/currency/rebirth/offline code, or when progress stalls, a rebirth takes far longer than the last, numbers display as 1000K, offline earnings pay too much, or players gain currency they did not earn. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 25 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 25 Oct 2026 |
| roblox-studio-workflow Modify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug objects. Use when an agent edits a place or rbxl/rbxlx/Rojo project, operates in Studio, adds Scripts/LocalScripts/ModuleScripts, or must verify a Roblox change in context. Pattern check: Nothing flaggedWhat it can touch: Names web addressesApache 2.0 · Updated 23 Oct 2026 | Pattern check: Nothing flagged | What it can touch: Names web addresses | Apache 2.0 | 23 Oct 2026 |
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