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Claude Skills by jammyfu
github.com/jammyfu195 skills10 installs229 views
- Level TeachUse when a specific room or spatial beat must teach, reinforce, test, or remix a mechanic and the player is being asked to perform it before receiving sufficient in-world practice.Votes: 0GitHub stars: 11
- Live OpsUse when timed events, rotations, experiments, remote configuration, event rewards, temporary modes, offers, or calendar-driven content need versioned activation and safe expiry/fallback behavior.Votes: 0GitHub stars: 11
- Local CoopUse when multiple local players share one game instance and the project needs stable player/device ownership, join/leave rules, camera policy and shared-state boundaries.Votes: 0GitHub stars: 11
- Lock On TargetUse when a character needs soft or hard target locking with stable target/session identity, deterministic candidate selection, retention/drop rules and explicit consumers for facing, attacks, HUD and camera.Votes: 0GitHub stars: 11
- LocomotionUse when ground or air movement needs explicit velocity, acceleration, braking, facing, slope, grounding, or root-motion ownership independent of render interpolation.Votes: 0GitHub stars: 11
- Loot RollUse when enemy, chest, quest, world, or encounter rewards come from deterministic or random drop tables and rolls are duplicated, opaque, unreplayable, or disconnected from pity and item ownership.Votes: 0GitHub stars: 11
- MatchmakingUse when players or parties need to enter a local/online/private/ranked pool with explicit ticket identity, compatibility constraints and deterministic match assignment separate from netcode and gameplay balance.Votes: 0GitHub stars: 11
- Menu FlowUse when older routes, prompts, or project notes refer to menu-flow and need the current UI screen-state and focus contracts without maintaining a second menu ruleset.Votes: 0GitHub stars: 11
- Minimap PinsUse when a minimap needs to present authorized player/system pins, fog, radar or compass information with stable IDs and lifecycle rules. It consumes world/quest/perception truth; it does not author that truth.Votes: 0GitHub stars: 11
- Move TellUse when an existing integration requests the legacy move-tell entry or pose-audio, color-flash, both, or none modes and the request must map to the canonical attack warning contract.Votes: 0GitHub stars: 11
- Moving PlatformUse when riders must stay stable on moving geometry, preserve or discard platform-relative velocity on departure, or handle lifts and crush contacts deterministically.Votes: 0GitHub stars: 11
- Nav MeshUse when AI or companion pathfinding needs an explicit traversability graph, agent profile, dynamic obstacle update, or reproducible path/no-path evidence. It owns navigation data, not physics collision or world rules.Votes: 0GitHub stars: 11
- Netcode FeelUse when online play needs an explicit authority, input-delay, prediction, rollback, correction, or confirmation contract without coupling network latency to the render clock.Votes: 0GitHub stars: 11
- New Game PlusUse when an eligible game state may start another cycle with project-defined carry, reset, scaling and entry conditions that must remain auditable across saves and revisions.Votes: 0GitHub stars: 11
- Overwatch FireUse when an actor reserves a lane, cone or authored reaction region and needs deterministic trigger eligibility, stable overwatch-session/event identity, resource consumption and one authoritative ranged action when a valid target event occurs.Votes: 0GitHub stars: 11
- Parry GuardUse when blocking or parrying needs explicit input windows, guard arcs, chip/guard-break rules, and deterministic same-tick interaction with incoming attacks.Votes: 0GitHub stars: 11
- Party FollowUse when AI companions follow, form up, split, catch up or recover around a leader and the project needs stable companion identity, navigation ownership and explicit recovery behavior.Votes: 0GitHub stars: 11
- Patch CadenceUse when client builds, content/config revisions, balance changes, staged rollouts, schema migrations, or rollback plans need an explicit compatibility and change-management contract.Votes: 0GitHub stars: 11
- Pause TimescaleUse when pause, slow motion, UI freeze, cutscene hold or network-aware time control needs explicit clock ownership, arbitration and resume semantics separate from hitstop.Votes: 0GitHub stars: 11
- Performance BudgetUse when a project needs explicit frame-time, memory, latency, loading, or frame-pacing targets per platform before optimization decisions can be judged.Votes: 0GitHub stars: 11
- Performance OptimizationUse when measured CPU, GPU, memory, allocation, streaming, or frame-pacing data misses an existing performance budget and the bottleneck must be isolated before changing quality or gameplay code.Votes: 0GitHub stars: 11
- Physics InteractionUse when pushing, carrying, throwing, stacking or constrained objects tunnel, jitter, double-move, lose ownership or fail to restore after release or load.Votes: 0GitHub stars: 11
- Pity TableUse when a randomized reward pool has a pity counter, bad-luck protection, guaranteed floor, reset/carry policy, or cross-pool migration that must remain deterministic and auditable across sessions.Votes: 0GitHub stars: 11
- Plan QueueUse when players pause or slow execution to author future commands and the project needs stable plan/command identity, validation, ordering and commit semantics without inventing a second simulation clock.Votes: 0GitHub stars: 11
- Platform JumpUse when a platformer's jump arc, rise/fall gravity, takeoff speed, air control, jump cut, or reachable-gap metrics need outcome-based tuning.Votes: 0GitHub stars: 11
- Platform TargetsUse when one game targets multiple hardware, browser, mobile, console, handheld, input, display, thermal, storage, or lifecycle capability classes and needs explicit per-target budgets and feature fallbacks.Votes: 0GitHub stars: 11
- Poise StaggerUse when a persistent poise/stagger meter must accumulate impact, refill or reset, and transition into a stagger reaction at a defined threshold.Votes: 0GitHub stars: 11
- Procedural GenerationUse when generated maps, rooms or terrain must be reproducible and playable, when some seeds trap players, or when chunk generation order changes the world.Votes: 0GitHub stars: 11
- Projectile HitscanUse when ranged attacks need authoritative hitscan, projectile, or beam query identity, stable shot/projectile events, collision filtering and replayable hit evidence independent from tracers, reticles or aim assistance.Votes: 0GitHub stars: 11
- Puzzle DesignUse when a puzzle needs explicit legal verbs, properties, solution policy, reset behavior and evidence without assuming one room, one answer or one teaching sequence.Votes: 0GitHub stars: 11
- Quest BeatUse when an individual quest step can be accepted, progressed, failed, canceled, abandoned, turned in, or become unrecoverable because required state or items changed unexpectedly.Votes: 0GitHub stars: 11
- Quest GraphUse when quests need stable node identities, prerequisites, branching dependencies, activation/completion conditions, parallel hooks, or graph-level progression without turning map pins into quest logic.Votes: 0GitHub stars: 11
- Racing DesignUse when a race, time trial, pack contest, item race, route challenge, catch-up policy, ranking rule, track decision grammar, or race win/loss contract needs to be designed independently from vehicle handling.Votes: 0GitHub stars: 11
- Racing FeelUse when a vehicle, hovercraft, runner, kart, rail mover, or race actor needs authored acceleration, braking, steering, grip/slip, drift, boost, surface, collision, recovery, audio/camera speed feedback, or handling assists.Votes: 0GitHub stars: 11
- Rest SiteUse when a rest, bench, camp or checkpoint interaction may heal, save, repopulate or restore state and needs an atomic rest transaction, stable site identity and project-defined repopulation policy.Votes: 0GitHub stars: 11
- Restore PurchaseUse when a user needs previously purchased non-consumables or subscriptions reconstructed on a new/reinstalled device, or when local entitlement state may be stale.Votes: 0GitHub stars: 11
- Rhythm JudgeUse when timed input must be judged against a chart or action timeline and the project needs stable event identity, clock mapping, calibration and versioned judgement windows.Votes: 0GitHub stars: 11
- Rng SeedUse when procedural generation, combat rolls, loot, replays, rollback, or deterministic tests require reproducible random streams that remain stable across refactors and resimulation.Votes: 0GitHub stars: 11
- Roguelike RunUse when a run-based mode needs stable run identity, ruleset revision, seed/stream provenance, reset semantics and explicit meta carry without leaking temporary state between runs.Votes: 0GitHub stars: 11
- Roster SelectUse when one or more players choose characters/loadouts from a roster and the project needs stable selection identity, availability predicates, ready/commit behavior and presentation-independent state.Votes: 0GitHub stars: 11
- Save CheckpointUse when a game needs explicit checkpoint timing, respawn anchors or run-persistence policy while storage integrity, cloud conflict and bytes remain owned elsewhere.Votes: 0GitHub stars: 11
- Save IntegrityUse when debug, capture, training, cheats, recovery, or validation sessions could contaminate a player's natural story progress or trusted evidence.Votes: 0GitHub stars: 11
- Save SystemsUse when game progress needs versioned slot schemas, migration rules, atomic persistence, rollback safety, or a single authoritative save-file contract.Votes: 0GitHub stars: 11
- Scene AssemblyUse when modular assets must become a playable scene, when individually valid props do not fit together, or when set dressing blocks spawns, doors, sightlines or traversal space.Votes: 0GitHub stars: 11
- Season TrackUse when a timed or versioned reward track has free/paid lanes, tiers, XP/progress, catch-up, season rollover, claim state, or entitlement access that must survive retries and version changes.Votes: 0GitHub stars: 11
- Set Piece ActionUse when an authored action sequence changes camera, control scope, movement constraints or staging and must hand control back deterministically without creating a second gameplay ruleset.Votes: 0GitHub stars: 11
- Settings PersistUse when confirmed control, audio, language, camera, graphics, or accessibility preferences must survive restart, crash, browser termination, migration, or optional cloud copy.Votes: 0GitHub stars: 11
- Ship ChecklistUse when a candidate build needs a release-readiness decision that assembles QA, platform, lifecycle, save, localization, capture/store, migration, rollback, and known-risk evidence without copying private vendor checklists.Votes: 0GitHub stars: 11
- Shop PriceUse when an in-game vendor, catalog, exchange, restock, discount, or purchase option needs explicit price identity, eligibility, wallet ownership, or comparison against world acquisition without altering gameplay clocks.Votes: 0GitHub stars: 11
- Skill TreeUse when a progression graph unlocks verbs, modifiers or capabilities and the project needs stable node identity, prerequisites, cost transactions, respec rules and migration-safe revisions.Votes: 0GitHub stars: 11