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Claude Skills by Manoj-11-Dahal
github.com/Manoj-11-Dahal15,860 skills0 installs0 views
- Game Development Web Games Failure Triage RecordUse when a reproducible Browser game architecture symptom needs bounded diagnosis before any corrective change. Produce a failure-triage record for Browser game architecture with symptom, environment, evidence, hypothesis, and next safe check. Success means the diagnosis distinguishes observation from inference, each proposed check is reversible and scoped, and unresolved causes remain open. The review is bounded to rendering surface, DOM interaction, input methods, loading behavior, and offl...Votes: 0GitHub stars: 2
- Game Development Web Games Input Output ContractUse when the accepted inputs or produced outputs for Browser game architecture need a checkable boundary. Produce an input/output contract for Browser game architecture with types, required fields, exclusions, and representative approved fixtures. Success means the contract names its source and version, boundary cases are visible, and no private or unapproved payload is needed to explain the result. The review is bounded to rendering surface, DOM interaction, input methods, loading behavior, ...Votes: 0GitHub stars: 2
- Game Development Web Games Integration Parity TraceUse when Browser game architecture exchanges state or data with another component and the handoff needs to be verified. Produce an integration-parity trace for Browser game architecture showing source, transformation, destination, and observed result. Success means each material field or state transition has a traceable mapping and observed mismatches are separated from assumptions. The review is bounded to rendering surface, DOM interaction, input methods, loading behavior, and offline const...Votes: 0GitHub stars: 2
- Game Development Web Games Performance EnvelopeUse when Browser game architecture must be assessed against a user- or owner-defined latency, memory, throughput, size, or cost budget. Produce a performance-envelope note for Browser game architecture with test conditions, baseline, observed range, and limitations. Success means conditions and measurements are reproducible, the comparison uses the stated budget, and limitations or resource costs are visible. The review is bounded to rendering surface, DOM interaction, input methods, loading ...Votes: 0GitHub stars: 2
- Game Development Web Games Permission Boundary ReviewUse when Browser game architecture may read, write, transmit, publish, spend, or administer data or resources. Produce a permission-boundary map for Browser game architecture showing identity, requested capability, data scope, and approval gate. Success means every sensitive capability has a named authorization boundary, unnecessary data and privileges are called out, and no action is treated as approved by implication. The review is bounded to rendering surface, DOM interaction, input method...Votes: 0GitHub stars: 2
- Game Development Web Games Release Handoff RecordUse when a Browser game architecture review is ready to be handed to a maintainer or accountable operator. Produce a release-handoff record for Browser game architecture with version, evidence, open issues, approval state, and safe next step. Success means the receiver can distinguish verified facts, proposals, approvals, and unknowns, and no publication, deployment, write, or contact is claimed unless independently confirmed. The review is bounded to rendering surface, DOM interaction, input...Votes: 0GitHub stars: 2
- Game Development Web Games Reproducibility Fixture PlanUse when a Browser game architecture result must be independently repeated or compared without relying on an uncontrolled live action. Produce a reproducibility plan for Browser game architecture defining fixture identity, environment, expected observations, and cleanup boundary. Success means another reviewer can identify the fixture and environment, distinguish expected from observed behavior, and repeat the check without an unapproved external effect. The review is bounded to rendering sur...Votes: 0GitHub stars: 2
- Game Development Web Games Version CompatibilityUse when a Browser game architecture integration or upgrade depends on compatible runtime, client, service, or artifact versions. Produce a version-compatibility record for Browser game architecture with exact versions, supported combinations, and open questions. Success means the tested version tuple is explicit, each compatibility claim has a dated source or local result, and unsupported combinations are not presented as working. The review is bounded to rendering surface, DOM interaction, ...Votes: 0GitHub stars: 2
- Game Development WorkflowUse when creating or changing a game loop, gameplay system, level, input model, or simulation to define a small playable slice, separate deterministic game state from presentation, and test controls, collisions, and win or loss conditions before expanding content. Trigger for game prototypes, mechanics, or engine-level changes.Votes: 0GitHub stars: 2
- Game Difficulty Option Effectiveness ReviewUse when a task involves checking whether player-selected difficulty modes change the intended game pressures to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not c...Votes: 0GitHub stars: 2
- Game Digital Purchase Entitlement VerificationUse when a task involves reviewing receipt validation and entitlement restoration for digital game purchases to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not ch...Votes: 0GitHub stars: 2
- Game Encounter Difficulty Spike ReviewUse when a task involves reviewing an encounter whose difficulty may sharply exceed neighboring gameplay to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change...Votes: 0GitHub stars: 2
- Game Entity Interest Management Boundary ReviewUse when a task involves reviewing which world entities each multiplayer client is allowed and expected to receive to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do ...Votes: 0GitHub stars: 2
- Game Font Fallback Glyph Coverage AuditUse when a task involves auditing font coverage and fallback behavior for supported game languages to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live ...Votes: 0GitHub stars: 2
- Game Frame Pacing Stutter AttributionUse when a task involves attributing visible stutter to CPU, GPU, streaming, synchronization, or presentation causes to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. D...Votes: 0GitHub stars: 2
- Game Frame Time Budget AllocationUse when a task involves allocating a per-frame CPU and GPU budget across gameplay, rendering, audio, and platform work to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits...Votes: 0GitHub stars: 2
- Game Gameplay Balance Experiment DesignUse when a task involves designing a controlled playtest to compare alternative gameplay parameter sets to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change ...Votes: 0GitHub stars: 2
- Game Gpu Render Pass Budget ReviewUse when a task involves reviewing GPU time and bandwidth by render pass for a representative game scene to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change...Votes: 0GitHub stars: 2
- Game Host Migration State Continuity TestUse when a task involves testing whether a peer-hosted match preserves valid state when its host disconnects to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not ch...Votes: 0GitHub stars: 2
- Game Input Action Map Conflict AuditUse when a task involves auditing conflicts among game actions, devices, contexts, and remappable bindings to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not chan...Votes: 0GitHub stars: 2
- Game Input Hotplug Recovery ReviewUse when a task involves reviewing gameplay behavior when an input device disconnects, reconnects, or changes during a session to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility...Votes: 0GitHub stars: 2
- Game Input To Display Latency BudgetUse when a task involves measuring end-to-end delay from physical input to visible game response to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live se...Votes: 0GitHub stars: 2
- Game Interaction Signifier Perceptibility ReviewUse when a task involves reviewing whether players can identify interactive objects and their available actions to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not...Votes: 0GitHub stars: 2
- Game Inventory Capacity Overflow PolicyUse when a task involves defining what happens when rewards or items arrive to a full inventory to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live ser...Votes: 0GitHub stars: 2
- Game Lag Compensation Window PolicyUse when a task involves setting and validating a lag-compensation rewind window for competitive actions to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change...Votes: 0GitHub stars: 2
- Game Level Softlock Reachability Test PlanUse when a task involves testing whether all required level objectives remain reachable from valid player states to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do no...Votes: 0GitHub stars: 2
- Game Liveops Feature Flag Blast Radius ReviewUse when a task involves reviewing the scope and rollback of a remotely controlled game feature flag to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change liv...Votes: 0GitHub stars: 2
- Game Local Save Crash Consistency TestUse when a task involves testing whether local game saves survive interruption during write or upgrade to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change l...Votes: 0GitHub stars: 2
- Game Localized String Expansion TestUse when a task involves testing whether localized game text fits buttons, dialogue boxes, and HUD layouts to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not chan...Votes: 0GitHub stars: 2
- Game Lod Transition Pop ValidationUse when a task involves validating visual and gameplay behavior at level-of-detail transitions to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live ser...Votes: 0GitHub stars: 2
- Game Loot Drop Rate Statistical ValidationUse when a task involves validating empirical drop rates against an intended game probability table to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live...Votes: 0GitHub stars: 2
- Game Matchmaking Queue Starvation AnalysisUse when a task involves analyzing whether matchmaking constraints leave some queues waiting indefinitely to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not chang...Votes: 0GitHub stars: 2
- Game Menu Focus Navigation Trap AuditUse when a task involves checking that game menus remain navigable with keyboard, controller, switch, or assistive input to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limit...Votes: 0GitHub stars: 2
- Game Mobile Battery Energy Budget ReviewUse when a task involves estimating game energy use across rendering, compute, audio, network, and idle states to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not ...Votes: 0GitHub stars: 2
- Game Mobile Thermal Throttling Session TestUse when a task involves testing long-session performance as a mobile device heats and reduces capacity to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change ...Votes: 0GitHub stars: 2
- Game Nat Traversal Relay Fallback PlanUse when a task involves planning a safe fallback when peer-to-peer game connectivity cannot be established to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not cha...Votes: 0GitHub stars: 2
- Game Network State Schema Compatibility AuditUse when a task involves checking wire-format compatibility across game client and server versions to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live ...Votes: 0GitHub stars: 2
- Game Object Pool Capacity And Lifecycle ReviewUse when a task involves reviewing pooled-object sizing and reset behavior in a game workload to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live servi...Votes: 0GitHub stars: 2
- Game Occlusion Culling Correctness ReviewUse when a task involves checking that occlusion culling does not hide visible or gameplay-critical objects to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not cha...Votes: 0GitHub stars: 2
- Game One Handed Control Path ReviewUse when a task involves reviewing whether core game actions can be completed with a one-handed control setup to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not c...Votes: 0GitHub stars: 2
- Game Packet Loss Jitter Resilience TestUse when a task involves testing multiplayer behavior under controlled packet loss, delay, duplication, and reordering to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits....Votes: 0GitHub stars: 2
- Game Particle Overdraw Budget ReviewUse when a task involves reviewing particle count, screen coverage, and overdraw in representative scenes to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not chang...Votes: 0GitHub stars: 2
- Game Party Queue Fairness PolicyUse when a task involves reviewing how party size and member ratings affect competitive matchmaking to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live...Votes: 0GitHub stars: 2
- Game Patch Size Budget AssessmentUse when a task involves estimating update size and player impact for a game content or code patch to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live ...Votes: 0GitHub stars: 2
- Game Pause Focus Loss Resume TestUse when a task involves testing pause and resume behavior when the application loses focus or changes device state to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do...Votes: 0GitHub stars: 2
- Game Performance Regression Release GateUse when a task involves defining a repeatable performance threshold for a game build release to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live servi...Votes: 0GitHub stars: 2
- Game Platform Capability Compatibility MatrixUse when a task involves mapping game features and content against supported platform capabilities to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not change live ...Votes: 0GitHub stars: 2
- Game Player Death Recovery Transition AuditUse when a task involves auditing state transitions from defeat through retry, checkpoint, or session exit to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not chan...Votes: 0GitHub stars: 2
- Game Player Report Evidence Retention PolicyUse when a task involves defining which gameplay evidence is retained after a player report and for how long to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do not ch...Votes: 0GitHub stars: 2
- Game Procedural Generation Seed ReproducibilityUse when a task involves ensuring a procedural level or world can be regenerated from its saved seed and version to establish the game, engine and release version, platform, player or test cohort, controlling design or technical artifact, evidence, data sensitivity, and approval boundary before applying the method. Separate measured behavior from simulation and design intent, verify the result with reproducible tests, preserve provenance, and report uncertainty and compatibility limits. Do no...Votes: 0GitHub stars: 2