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Claude Skills by amramos
github.com/amramos27 skills0 installs0 views
- Godot ArchitectureUse when deciding where new code should live, whether a planned content folder should be created now, whether a technical decision deserves an ADR, or when evaluating whether one of the project's architectural rules should have an exception for a specific case. Also use to evaluate coupling between existing parts of the project.Votes: 0GitHub stars: 3
- Godot Code ReviewUse before finishing or committing a change in this Godot project, or when explicitly asked to review a diff/branch. Checks adherence to the rules in CLAUDE.md and docs/architecture.md — typing, composition vs. inheritance, signals vs. direct coupling, misuse of autoload/EventBus, file/scene size, text format for scenes and resources.Votes: 0GitHub stars: 3
- Godot DebugUse when investigating an error, exception, unexpected behavior, or crash in this Godot project. Covers reproduction, reading error/debug output via MCP or logs, isolating by architectural layer, and forming a verifiable hypothesis before changing any code.Votes: 0GitHub stars: 3
- Godot Feature DevUse when implementing a new feature, system, component, or infrastructure change in this Godot project. Covers the mandatory context-reading workflow, deciding where the code should live, implementing it following the project's typed/composition conventions, and validating before finishing the task.Votes: 0GitHub stars: 3
- Godot PlanUse before starting any non-trivial task (more than one file, or any structural scene change) in this Godot project. Classifies the task, resolves the architecture/layer decision up front, and decides whether to dispatch a single godot-developer/godot-debugger call or several in parallel. Runs in the orchestrating session itself, never as a subagent.Votes: 0GitHub stars: 3
- Godot RefactorUse when extracting a component from existing code, splitting an oversized file or scene, renaming a widely-referenced class/signal/file, or moving code between layers (core/components/entities/systems). Preserves behavior and references (UIDs, scene paths, signal connections) during the change.Votes: 0GitHub stars: 3
- Godot Scene InspectorUse to understand the node tree, attached scripts, connected signals, and referenced resources of a .tscn scene in this project, without needing to manually open the Godot editor. Use before editing any scene you haven't read yet this session.Votes: 0GitHub stars: 3
- Setup GodotTurn a GDD into a Godot 4 repository that agents can work in safely, with as little for the user to do as possible — one round of questions (or "use every recommendation"), one approval, and then it installs the tools, creates the project with its agent contract, day-one ADRs, docs, GUT, shared Claude and Codex hooks and agents, CI and an itch.io release workflow, proves the export presets with a real export, merges the scaffold and creates the GitHub repository. Use after gdd or gdd-handsoff...Votes: 0GitHub stars: 3
- Art DirectionSet a game's visual style once — generate two or three style directions as style frames from the GDD's art references (differing in medium, such as pixel art, vector or low-poly 3D, when the GDD's style was only assumed), let the user pick one (or, in a hands-off project, have a critic agent pick and record the choice as assumed, with the runners-up kept for a one-word swap), and save the chosen frames, palette, size rules and prompt core in the repository so every later asset is generated ag...Votes: 0GitHub stars: 3
- Bug IntakeSet up automatic bug pickup, once per project — a bug logged as a GitHub issue or a Linear issue is triaged by an agent (reproduce, failing test or repro steps, confidence), and once a maintainer labels it agent-ready, a fix agent opens a pull request starting from a failing test. Ships the GitHub workflows, labels and bug form, and the prompt for a scheduled routine that watches Linear. Use when the user asks for bugs to be picked up automatically, an issue-to-PR flow, or a bug triage bot.Votes: 0GitHub stars: 3
- Comfyui ArtGenerate game art locally with ComfyUI and Z-Image Turbo — concept paintings, character portraits, pixel-art sprites and sprite sheets, props, placeholder art — then clean it onto a project's palette and canvas. Use when ComfyUI is the generator — the project's style guide (docs/art/art-direction.md) names it, art-direction picked it, or the user asks for ComfyUI — and they want images or art created, drawn, iterated on or explored ("make a portrait for the old sailor", "we need a sprite for ...Votes: 0GitHub stars: 3
- Design ChangeUse when the owner is deliberately changing a concept rather than working within it — reversing an ADR, rewriting a GDD mechanic, moving something in or out of scope, or replacing a shipped surface. Flips the stance from "what do the specs allow" to "what does this change cost and what does it invalidate", states the cost once, builds it, and closes the record. Owner-invoked only; never reach for it to route around an inconvenient rule.Votes: 0GitHub stars: 3
- Docs CleanupKeep a game project's documents true and short so they guide agents without blocking ideas — after an epic, check the status snapshot, GDD markers, ADRs and agent instructions against the code and the owner's rulings, delete stale text instead of appending beside it, and flag rules that police creative calls rather than protect the repository. Run at the end of every epic (team-lead calls it before its report), or when the user asks to clean, reconcile or tidy the docs.Votes: 0GitHub stars: 3
- Feature Planning CoreThe shared method behind feature-planning and feature-planning-handsoff — rounds of questions over a design tree, a player walkthrough, sketches for layout decisions, a decisions ledger the owner approves, the plan agents build from, and a two-way check that the plan holds every decision and invents none. Loaded by those two skills; not called directly by the user.Votes: 0GitHub stars: 3
- Feature Planning HandsoffPlan a feature without the owner in the loop — you answer every round of questions as the designer and one outside reviewer (another vendor's model when available) checks each round, decisions that belong to the owner are marked as assumed, and the plan comes out provisionally approved, optionally going straight on to be built. Use when the owner wants a feature planned (and possibly built) while they are away — when they invoke it, ask for hands-off planning in their own words, or accept it ...Votes: 0GitHub stars: 3
- Feature PlanningPlan a feature with the owner answering every question — rounds of questions with recommendations, a player walkthrough, sketches for layout decisions, and a short decisions ledger to approve — then turn the approved plan into an epic. Use when the owner wants to plan a feature, mechanic or change themselves — when they invoke it, ask to plan something with you, or accept it as the next step offered in the project's interactive working style. In a hands-off project, prefer feature-planning-ha...Votes: 0GitHub stars: 3
- Game Uiamramos' ten commandments for game interfaces — intentional design for every screen, HUD, menu, line of text and font a player sees, with checks, a screen spec and a review procedure. Use whenever you design, build, change or review anything the player sees in a game (screens, HUD, menus, dialogue and other text, fonts, icons, transitions between scenes), when a game screen looks like a web page or an app, or has too much text, and when the user asks for a UI review of a screen, scene or capt...Votes: 0GitHub stars: 3
- Gdd CoreThe shared method behind gdd and gdd-handsoff — the design tree a GDD has to cover, rounds over its frontier, research agents for comparables and the market, suggestions versus decisions, the GDD template with its markers, glossary, worked example and first playable, and a blind builder's read before handover. Loaded by those two skills; not called directly by the user.Votes: 0GitHub stars: 3
- Gdd HandsoffDesign a game with almost no input — the user gives a one-line idea (or "surprise me"), a few games they love and one they find boring, and a scope; picks one of three concepts; and the session writes the GDD with one outside reviewer per round, checked by quality gates and by blind AI playtesters on a quick prototype, ending with a one-page summary of what the panel assumed. Use when the user wants a GDD without answering a design interview — when they invoke it, or ask for one in their own ...Votes: 0GitHub stars: 3
- GddInterview the user to design a game and write its Game Design Document (GDD), with research subagents finding comparable games, inspiration and market data along the way. Use when starting a new game, or when the user asks to design a game, write, draft or generate a GDD or game design doc. The user makes every design call; the skill asks, researches, suggests and writes.Votes: 0GitHub stars: 3
- Issue TrackingKeep the issue board (Linear first; GitHub Issues as an adapter) in step with the work — turn an approved plan into an epic with one feature per work package, read owner rulings from issue comments before writing code, move status as work lands (In Review, never Done), and reference issues in pull requests. Use at the start of any session that names an epic or feature, when a plan is approved, and whenever tracked work changes state.Votes: 0GitHub stars: 3
- PlaytestPlaytest a game build — run a panel of blind AI playtesters (playing the real window through screenshots and input, or the game's rules as text), and turn the owner's own playtest into a findings document that maps each finding to its fix and its test. Use after a feature lands, before a release, or when the user asks for a playtest, playtesters, a play session or feedback on how the game plays.Votes: 0GitHub stars: 3
- PrototypeBuild two or three throwaway web prototypes of a game's core mechanic from its GDD, each taking a different approach, so the user and blind AI playtesters can try them before committing to one design. Use after a GDD exists and before setting up the real project, or when the user asks to prototype, try out or compare versions of a mechanic.Votes: 0GitHub stars: 3
- ReleaseShip a build to itch.io — pick the version, write release notes from the features finished since the last tag, push a tag that makes CI export the game, smoke-test the exported build itself, and upload it to a private playtest page or the public page with butler. Steam is a later, separate step. Use when the user asks to release, publish, ship, upload a build, or make a playtest build.Votes: 0GitHub stars: 3
- Taste ProfileBuild and keep the owner's taste profile — one short private file per person, used across all their game projects, that tells agents how the owner judges a game (values, signature, hard limits, weak leanings) without choosing genres or content for them. A short interview (games and other media they love, moments that got them, their own game ideas, dealbreakers, a playback they correct) writes it; later skills propose additions only with the owner's explicit yes. Use when the user asks to set...Votes: 0GitHub stars: 3
- Team Lead HandsoffRun team-lead with no owner in the loop — a reviewer from another model vendor (or a fallback model) reviews each pull request, its verdict is posted on the PR, and once CI, the verdict and an exported-build smoke test all pass, the lead merges it to main itself, tagging main first so any merge can be reverted. It doesn't stop for setup questions; it adopts agent merges with an ADR if the project hasn't yet, and relies on the project's merge guard where GitHub branch protection isn't availabl...Votes: 0GitHub stars: 3
- Team LeadBuild an epic or feature as the lead of a small agent team — write a shared brief and a build card per package, split the work across parallel developer agents with interfaces and scene hooks agreed up front, get an adversarial review of each piece from a model of another vendor (or a fallback model), get art direction and assets when needed, playtest, run the project's checks, clean the docs, open pull requests at the owner's checkpoints, and report with a short story page. Use when the user...Votes: 0GitHub stars: 3