Game Development Fsm

Use when a cross-engine gameplay task has already narrowed to a state-machine-shaped solution and now needs a Layer 2 shared-runtime FSM refactor or sizing decision for growing if/else branches, repeated enter/exit behavior, or scattered transition rules, and the agent must choose the lightest state-machine shape — or explicitly stay simpler — without reopening a broader behavior-architecture comparison.

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npx skillmds@latest add loogacystudio/game-development-fsm