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Claude Skills by jammyfu
github.com/jammyfu195 skills10 installs229 views
- Dialogue BeatGeneric talk. Choices are verbs or flavor. Do not freeze a combat clock for a paragraph.Votes: 0GitHub stars: 11
- Dialogue FlagsUse when dialogue choices, conditional lines, relationship facts, shop/gate reactions, or conversation outcomes need persistent branch state without duplicating the quest graph.Votes: 0GitHub stars: 11
- Difficulty DesignUse when a project needs explicit difficulty modes, scaling rules, challenge curves or assist policies with measurable outcomes instead of hidden HP-only inflation or genre-specific defaults.Votes: 0GitHub stars: 11
- Dodge IframeUse when a dodge, roll, step, dash, or similar defensive move needs explicit invulnerability timing and attack-class eligibility rules.Votes: 0GitHub stars: 11
- Durability EconomyUse when tools or equipment can wear, dull, break, repair, consume charges, or recover condition and the wear transaction, warning policy, replacement flow, or economy pressure is unclear.Votes: 0GitHub stars: 11
- Encounter DesignUse when a room, arena, hunt, ambush or non-boss challenge needs an explicit state/beat graph, entry/exit rules, composition goals and evidence without forcing one universal encounter shape.Votes: 0GitHub stars: 11
- Enemy AiUse when an NPC needs explicit idle, alert, search, combat, retreat, or reset state transitions and those transitions are currently snapping, looping, or contradicting other AI systems.Votes: 0GitHub stars: 11
- Enemy FireUse when an enemy ranged attack needs an authored fire-pattern profile, stable burst/shot identity, target snapshot and deterministic spread/suppression behavior without owning target selection or hit resolution.Votes: 0GitHub stars: 11
- Enemy Kit BalanceUse when an enemy moveset has unreadable pressure, weak punish opportunities, repetitive loops, excessive overlap with nearby enemies, or balance changes are leaking into unrelated player timing systems.Votes: 0GitHub stars: 11
- Enemy PerceptionUse when NPC detection, line of sight, hearing, last-known position, alert sharing, or chase acquisition/drop behavior is unstable, omniscient, or inconsistent with stealth feedback.Votes: 0GitHub stars: 11
- Entitlement GrantUse when verified purchases, subscriptions, durable unlocks, consumables, or time-limited access must be granted exactly once across retries, crashes, duplicate callbacks, and multiple devices.Votes: 0GitHub stars: 11
- Equipment ProgressionUse when weapons, armor, tools, loadouts, upgrades, affixes, fusion, set effects, or replacement gear need a clear ownership and progression model without mixing incompatible item identities.Votes: 0GitHub stars: 11
- Face MorphUse when facial blendshape/morph, viseme, FACS-like, look/blink or stylized expression channels need a stable cross-asset schema, neutral baseline, ranges and LOD/fallback behavior without affecting gameplay collision.Votes: 0GitHub stars: 11
- Fall RulesUse when falling or entering a recovery region needs a project-defined cost function, stable fall event identity, surface/mount/water overrides and deterministic handoff to landing/recovery systems.Votes: 0GitHub stars: 11
- Fighting DesignUse when a versus or arena fighter needs explicit neutral, space, round/win, roster-resource and interaction grammar while timing, combos, hit resolution and netcode remain delegated to their specialist owners.Votes: 0GitHub stars: 11
- First Session ValueUse when the first playable session must demonstrate real product value before or around an offer, signup or wall, while keeping onboarding evidence distinct from monetization policy.Votes: 0GitHub stars: 11
- Fov ComfortUse when camera field of view, zoom, shake, motion amplification, or comfort settings need boundaries that preserve gameplay meaning across user preferences.Votes: 0GitHub stars: 11
- Fps FeelUse when first-person weapon handling needs explicit hip/ADS/recoil/readiness profiles and presentation feedback while shot queries, ammo transactions, weapon swaps and bindings remain owned by their dedicated systems.Votes: 0GitHub stars: 11
- Game LocalizationUse when a game ships or tests multiple locales and string identity, glossary terms, plural/number formatting, glyph fallback, wrapping, layout, key prompts, subtitles, or runtime language switching can become inconsistent.Votes: 0GitHub stars: 11
- Game MonetizationUse when a game or game-like product introduces paid offers, ads, passes, subscriptions, trials, premium unlocks, paywalls, or store copy and the boundary between pricing, entitlement, gameplay, and evidence is unclear.Votes: 0GitHub stars: 11
- Game PlanningUse when defining a game's smallest playable slice, limiting feature scope or deciding whether a proposed loop has a meaningful player outcome.Votes: 0GitHub stars: 11
- Game QaUse when a game build, feature, regression, device/input combination, interruption path, soak run, or release claim needs a named QA pass with inspectable evidence.Votes: 0GitHub stars: 11
- Game State FlowUse when whole-game startup, loading, play, pause, results or retry transitions conflict, rewards settle twice, or stale scene callbacks affect a new session.Votes: 0GitHub stars: 11
- Gameplay CaptureUse when gameplay video, screenshots, store/trailer footage, QA evidence, or completion claims need capture provenance that distinguishes natural play, assisted/debug setup, and edited presentation.Votes: 0GitHub stars: 11
- Gameplay HarnessUse when a game needs an executable driver beside the runtime to inject semantic inputs, replay deterministic tapes, step the project's existing logic clock, and collect inspectable evidence. It does not decide what a session proves, replace game QA, or create a second gameplay clock.Votes: 0GitHub stars: 11
- Gameplay ValidationUse when systems work in isolation but nobody has proven a player can start, understand a goal, make a decision, observe consequences, fail/retry, and finish the intended slice with named evidence.Votes: 0GitHub stars: 11
- Genre RouteUse when a request names a broad game genre or hybrid genre and needs a small starting set of disciplines before canonical dispatcher routing resolves the actual project modes.Votes: 0GitHub stars: 11
- Ghost LineUse when a recorded path, replay or racing ghost must be reproduced against a specific track/ruleset while remaining presentation-only and isolated from the live player's simulation truth.Votes: 0GitHub stars: 11
- Grapple SwingUse when an actor attaches to a point or body for pulling, swinging or traversal and the project needs stable latch identity, motion ownership, release semantics and collision-safe recovery.Votes: 0GitHub stars: 11
- Group TacticsUse when several enemies share one encounter and simultaneous attacks, flanks, holds, armor, or role changes create unfair overlap, idle crowds, or nondeterministic coordination.Votes: 0GitHub stars: 11
- Haptic RumbleUse when gameplay or UI events should request controller/device haptics with explicit capability checks, lifecycle, accessibility settings and non-haptic fallback cues.Votes: 0GitHub stars: 11
- Hazard VolumeUse when lava, spikes, wind, pits, poison clouds, or other spatial gameplay hazards need authored volumes, stable overlap identity, tick/kill/push policy, and evidence independent from decorative meshes.Votes: 0GitHub stars: 11
- Hitbox HurtboxUse when attack, vulnerability, grab, projectile, clash, trade, multi-hit, or duplicate-hit collision volumes need a deterministic gameplay contract.Votes: 0GitHub stars: 11
- Hitstun RecoverUse when hitstun, blockstun, frame advantage, knockdown recovery or a suspected infinite combo needs an explicit timing contract.Votes: 0GitHub stars: 11
- Hud FeedbackUse when important gameplay state, action failure, danger, resource condition, objectives, or status changes are invisible, ambiguous, color-only, or buried behind menus.Votes: 0GitHub stars: 11
- Hyper ArmorUse when specific move windows should ignore or alter selected hit reactions without owning a persistent poise meter or globally pausing combat.Votes: 0GitHub stars: 11
- Iap OffersUse when a game exposes real-money offers, passes, ad-removal or paid power/convenience and needs a versioned offer catalog, eligibility and purchase handoff without owning platform transaction fulfillment.Votes: 0GitHub stars: 11
- Ik Foot LockingUse when rendered feet need contact locking or terrain adaptation after locomotion/animation, including varied skeleton joints, slopes, stairs and moving surfaces without making IK the gameplay movement owner.Votes: 0GitHub stars: 11
- Input Combo TestButtons that work alone can fail together. Ask tap-only vs move-look vs menu-vs-play vs unplug-mid. Browser and pad both need combo rows.Votes: 0GitHub stars: 11
- Input DesignUse when gameplay needs a semantic action grammar, context priority, tap/hold/release behavior, rebinding rules, or clean ownership across play and menu contexts.Votes: 0GitHub stars: 11
- Interact PromptUse when the HUD must present currently legal world interactions, semantic actions and current bindings without owning interaction truth, target priority, localization identity or gameplay execution.Votes: 0GitHub stars: 11
- Inventory EconomyUse when carried items, stacks, unique slots, weight, pages, hotbars, pickup overflow, or discard behavior creates lost items, duplicate ownership, unclear capacity, or unusable inventory pressure.Votes: 0GitHub stars: 11
- Juice VfxUse when authoritative gameplay events need flashes, particles, trails, hit sparks, screen/camera accents or other runtime VFX presentation that must not own damage, hitboxes, timing or simulation.Votes: 0GitHub stars: 11
- Jump LeniencyUse when jumps feel unfair around ledge departure, early button presses, variable-height release, or small corner contacts and the project needs explicit forgiveness windows.Votes: 0GitHub stars: 11
- Kb Mouse MapUse when a project needs a keyboard/mouse role preset for movement, look, aiming, menus or genre conventions. It maps semantic actions from input-design to device controls; it does not own gameplay verbs or require one universal WASD/LMB/RMB layout.Votes: 0GitHub stars: 11
- Knockback BodyUse when a character or enemy must physically traverse knockback or launch motion without tunneling, embedding in walls, or losing deterministic floor/wall response.Votes: 0GitHub stars: 11
- Knockback LaunchUse when hits need authored pushback, launch arcs, gravity, airborne stun, or juggle trajectories after the applicable hitstop policy resolves.Votes: 0GitHub stars: 11
- Landing LagUse when airborne moves or traversal states need an explicit landing recovery, landing-cancel, or no-lag policy tied to the logical floor-contact event.Votes: 0GitHub stars: 11
- Level BlockoutUse when a level needs a greybox that proves traversal metrics, encounter footprint, sightlines, gates, and pacing before art production or final set dressing begins.Votes: 0GitHub stars: 11
- Level DesignUse when rooms, hubs, overworld pockets, dungeons, or set pieces lack readable spatial choices, pacing, gating, landmarks, or measurable traversal structure before art polish.Votes: 0GitHub stars: 11