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Claude Skills by kamwoh
github.com/kamwoh42 skills0 installs0 views
- Md To HtmlConvert a markdown design doc (GDD, ADR, milestone) into a self-contained HTML page, split into linked pages when long. Use when the user asks to view, render or convert a doc as HTML.Votes: 0GitHub stars: 25
- Yume Asset DesignerPick one visual strategy per game (library mesh, code-draw, or AI-gen prompt) and write entity visual/audio fields, audio/cues.json, ui/strings.json and scene/hud config. Use in the asset phase of /yume-design or when a game's look or SFX mapping changes.Votes: 0GitHub stars: 25
- Yume Audio DesignerDesign the music layer: BGM per screen/level/state, intensity layers, buses, loops, crossfades, ambience and stingers. Writes audio-design.md and music entries in audio/cues.json. Use for any soul-bearing game's audio pass.Votes: 0GitHub stars: 25
- Yume Code ReviewerSecond-pair-of-eyes review of Yume engine or content diffs: Socratic, principle-aligned, smell-based, with a verdict (accept / conditions / revise / reject). Use after a non-trivial change, before commit.Votes: 0GitHub stars: 25
- Yume Combining Logic DesignerDesign recipe / combination systems (crafting, alchemy, breeding, key-combos, spell combos): recipe table, discovery model, yields, failures, primitive mapping. Use when a GDD has 'input set + rule -> output' mechanics.Votes: 0GitHub stars: 25
- Yume Content DesignerWrite entity definitions (entities/*.json), per-level initial placements and world/state.json from the GDD and world plan. Owns tag and state-field vocabulary, not rules. Use in the content phase of /yume-design.Votes: 0GitHub stars: 25
- Yume Create SceneOne-command text-to-3D-scene pipeline (hero image -> ortho -> semantic map + heightmap -> extract -> compose_world + compose_shell -> optional assets). Use for a standalone walkable 3D diorama, NOT on a /yume-design game folder.Votes: 0GitHub stars: 25
- Yume DesignRun the full text-to-game pipeline: GDD -> review -> world plan -> levels -> rules -> JSON -> assets -> QA. Flags: --autonomous, --plan-only, --scene, --with-assets, --style=, --name=. Use when the user wants a new game from a prose pitch.Votes: 0GitHub stars: 25
- Yume Economy DesignerBalance numbers and resource flow: sources/sinks, conversion ratios, pricing curves, pacing math, adversarial money-pump checks. Writes economy-design.md. Use for any game with currency, XP, loot or production chains.Votes: 0GitHub stars: 25
- Yume Extract AuthorStage 5 of the text-to-world pipeline: write a per-scene Python script (on lib_extract.py) that turns a semantic map + class catalog + heightmap into extracted.json. Use inside /yume-create-scene after the semantic map exists.Votes: 0GitHub stars: 25
- Yume Flavor WriterWrite the prose layer (soul layer 1): per-NPC voice profiles, arc-beat lines, item flavor, barker pools, world text. Writes flavor-design.md and entity flavor fields. Use for any game targeting Fellowship or Narrative.Votes: 0GitHub stars: 25
- Yume Game DesignerTurn a prose game pitch into a structured GDD with MDA decomposition (mechanics -> dynamics -> aesthetics). Use as the first step of /yume-design or when the user wants a design doc for a new game idea.Votes: 0GitHub stars: 25
- Yume Game PlannerTurn an accepted GDD into a concrete world bible: named NPCs with schedules, items, plants, events with triggers, town layout. Use after the GDD review and before level and content design.Votes: 0GitHub stars: 25
- Yume Game ReviewerAdversarial 15-axis depth review of a GDD (mechanics, strategy, pacing, feedback, scope, signature moments, replay, UX, spatial). Writes review.md with accept/revise/reject. Use after every GDD draft or revision.Votes: 0GitHub stars: 25
- Yume Gdd Coverage TrackerMeasure how much of a GDD is actually built and reachable, as a percentage with a gap list. Use after QA and before declaring a game complete, so 'tests pass' is not mistaken for 'game delivered'.Votes: 0GitHub stars: 25
- Yume Hud AuthorAuthor hud.json from a wireframe image: every panel's geometry is derived from its wireframe bbox and every element comes from the engine catalog. Use when the user supplies or wants a HUD wireframe.Votes: 0GitHub stars: 25
- Yume Infinigen SceneGenerate a realistic procedural World layer (terrain + rocks + plants + trees baked to glb) with the Infinigen backend. Use when the user wants a natural environment as the world a game is built onto. Needs the Infinigen env.Votes: 0GitHub stars: 25
- Yume Juice DesignerDesign game feel per signal: particles, screen shake, hit-pause, flash, camera kicks, time-scale dips. Writes juice-design.md and juice rules. Use for every signature interaction in a soul-bearing game.Votes: 0GitHub stars: 25
- Yume Level DesignerProduce level-design.md with concrete coordinates and a rationale for every placement, using genre patterns (TD paths, arena cover, sim density falloff). Use after the world plan, before content placement.Votes: 0GitHub stars: 25
- Yume Lifesim DesignerWrite a GDD for a career / life-sim sandbox: career ladders with verb-bearing ranks, calendar + stamina economy, relationship graph, two-layer growth, autonomous world, track switching, per-track endings. Use for 'life sim' or 'become anything' pitches.Votes: 0GitHub stars: 25
- Yume Lifesim ReviewerStrict 8-axis review of a life-sim GDD, run after the generic 15-axis accept (verb-bearing ranks, closed time economy, load-bearing relationships, moving world, costly track switch, endings, meta layer). Pairs with yume-lifesim-designer.Votes: 0GitHub stars: 25
- Yume Lighting DesignerTune the scene.json lighting block (sun, sky, ambient, fog, tonemap, day/night, per-entity lights) to match the GDD mood. Use when a scene reads too dim, cold, flat or unintentional, or in the soul pass.Votes: 0GitHub stars: 25
- Yume Map AuthorAuthor a level's entities.json fragment from a semantic top-down map image: only catalog defs, positions from pixel bbox via the coord transform, patterns from scatter presets. Use to add or edit a level from a map sketch.Votes: 0GitHub stars: 25
- Yume Merchant DesignerWrite a GDD for a merchant / shopkeeping game: adventurer classes x gear, daily cycle phases, haggle spec, debt curve, reputation matrix, inventory UX. Use for 'merchant', 'shopkeeper' or 'item shop' pitches.Votes: 0GitHub stars: 25
- Yume Merchant ReviewerStrict 8-axis review of a merchant GDD, run after the generic 15-axis accept (customer variety, class-gear coverage, cycle pacing, haggle UX, debt curve, reputation, inventory readability). Pairs with yume-merchant-designer.Votes: 0GitHub stars: 25
- Yume Mesh AuthorAuthor one code-built 3D mesh in meshes.json from a text brief and an optional concept image. Plan the parts, validate, render a turntable, compare it with the brief, fix up to 3 rounds. Use for a new prop, building piece or simple character mesh.Votes: 0GitHub stars: 25
- Yume PlaytestEnd-to-end playtest gate: fires real click chains, captures frames, catches dangling screen refs and runtime warnings that unit and scenario tests miss. Use as the last gate before declaring a game shippable.Votes: 0GitHub stars: 25
- Yume Qa TesterLoad a game's JSON headless, run N ticks, and report cascade outcomes against GDD intent (dead entities, missing rules, runaway loops) plus visual captures. Use as the QA phase of /yume-design.Votes: 0GitHub stars: 25
- Yume Racing DesignerDesign arcade racing games (kart, anti-grav, top-down, time-attack, checkpoint): vehicle profile, steering vs speed, drift, grip, surfaces, AI rubber-banding, power-ups, race structure, camera. Not for sim racing.Votes: 0GitHub stars: 25
- Yume Save Policy DesignerWrite save_policy.json: which world_state keys and entity tags persist, autosave triggers, slot count, schema version. Use when a game needs save/load or its persistent state changes.Votes: 0GitHub stars: 25
- Yume Scene Class CatalogStage 2 of the text-to-world pipeline: from a scene brief + reference aerial, write a dynamic class catalog (6-32 classes) plus the semantic-map, heightmap and biome-mapping prompts. Use inside /yume-create-scene.Votes: 0GitHub stars: 25
- Yume Screen AuthorAuthor modal / full-cover screens in screens.json (inventory, pause, settings, title, endings) from a wireframe image, with geometry derived from the wireframe. Use when the user supplies or wants a screen wireframe.Votes: 0GitHub stars: 25
- Yume Screen Flow DesignerDesign screens.json: which shell screens exist (title, pause, settings, save slots, game over), their layout, navigation, on_click effect chains, modal vs replace, freeze_world. Use when a game needs or changes its UI shell.Votes: 0GitHub stars: 25
- Yume Shooter DesignerWrite a GDD for a shooter / FPS / arena game: movement profile, weapon table with ballistics, enemy roster and matchups, ammo economy, Y-axis policy, projectile-obstacle rules, hit feedback, restart UX. Use for shooter pitches.Votes: 0GitHub stars: 25
- Yume Shooter ReviewerStrict 10-axis review of a shooter GDD, run after the generic 15-axis accept (movement feel, ballistic distinctness, ammo economy, matchups, pitch handling, hit feedback, cover, restart UX). Pairs with yume-shooter-designer.Votes: 0GitHub stars: 25
- Yume Story PlannerDesign the narrative arc: named beats, trigger conditions, character arcs, branching structure, mapped to signals, world_state flags and level transitions. Writes story-design.md. Use for any game with a story or scripted events.Votes: 0GitHub stars: 25
- Yume Systems DesignerAuthor world/rules/*.json feature modules from the GDD: simulation, scoring, objectives, transitions, win/lose chains. Writes a rule sketch first and proposes an ADR when a primitive is missing. Use in the rules phase of /yume-design.Votes: 0GitHub stars: 25
- Yume Tech DirectorGuard Yume's primitive invariants: review engine changes (must have an ADR), check path-scoped rule compliance, gate merges. Use before any structural engine change or new primitive.Votes: 0GitHub stars: 25
- Yume Topdown PromptBuild a structured text-to-image prompt that yields a true 90-degree orthographic top-down map (town, city, region, dungeon). Use right before an image-gen call that should show the whole map from above.Votes: 0GitHub stars: 25
- Yume Tutorial DesignerDesign tutorial.json: onboarding steps as rules with show_overlay/dismiss_overlay, advance conditions, highlights, pacing, skip and replay. Writes tutorial-design.md. Use when a game needs onboarding.Votes: 0GitHub stars: 25
- Yume Visual DesignerArt-direction critique of a built game across 7 axes (readability, contrast, color harmony, layout balance, hierarchy, HUD integration, theme) with prioritized concrete JSON edits. Use after a game works, to make it look good.Votes: 0GitHub stars: 25
- Adr_Date: 2026-05-22_ _Status: accepted (status corrected 2026-10-16: tools/visual_qa/generate_plan.py shipped)._ _Note 2026-10-16 (batch G4): the skill text merged into `yume-playtest` as Gate 6b. The generator and the priors library stay._Votes: 0GitHub stars: 25