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abagames

@abagames source repo

70 published skills

  1. Smoke Testing Web Games 2 · abagames bundle
    Smoke-tests a browser game build in a headless browser through load, idle, and input phases, failing on console errors, uncaught exceptions, or crashes. Use after changes that can reach browser runtime, especially game-loop, input, dependency, entry-point, or build-output changes. Skip changes the running build cannot reach. This checks runtime health, not gameplay quality, balance, visuals, or mechanic correctness. Requires Node 18+ and Playwright with Chromium in the target project.
    0 installs
  2. Designing Mini Games 2 · abagames bundle
    Designs original, compact mini-games — rules, controls, scoring, hazards, and difficulty curves — for any input scheme, including one-button (tap / hold / release) games. Use when defining a new mini-game concept, converting creative constraints or seeds into mechanics, choosing an input scheme, checking state-variable necessity, or preventing idle, hold-only, or mashing play from becoming optimal.
    0 installs
  3. Maximizing Game Feel 2 · abagames bundle
    Improves the tactile satisfaction ("game feel") of action games whose visuals are functional but flat. Use when a game runs correctly but feels lifeless; applies to players, enemies, obstacles, projectiles, and items.
    0 installs
  4. Probing Web Game Mechanics 2 · abagames bundle
    Verifies that implemented game mechanics match their spec by injecting game state into a live headless browser and asserting the resulting transitions (phase changes, scoring formulas, gates, resets). Use when a change actually reaches a mechanic whose spec conformance is unverified — a smoke test (runtime health) passes but the mechanic's own behavior has not been checked, or when a mechanic is too rare or slow to reach through organic play. Not for crash detection (use smoke-testing-web-games) or play-quality judgment (use evaluating-gameplay-balance).
    0 installs
  5. Styling Web Game Typography 2 · abagames bundle
    Implements readable, licensed typography for distributed games (web export, downloadable, packaged). Use when defining theme-based text roles, adopting fonts, handling font licenses for redistribution, or checking HUD readability. Engine-agnostic core; Godot 4.2+ implementation patterns live in references/godot-patterns.md.
    0 installs
  6. Running Headless Godot 2 · abagames bundle
    Runs reproducible headless Godot 4.2+ workflows for CLI commands, exports, scripted scene edits, and tests. Use when running Godot CLI commands, editing .tscn via script, capturing logs, or exporting in headless mode.
    0 installs
  7. Directing Game Visuals 2 · abagames bundle
    Directs readable, coherent game visuals. Use when defining visual hierarchy, palette roles, screen composition, event feedback, or reducing generic AI-looking game art without relying on HUD text.
    0 installs
  8. Gating Intent Legibility 2 · abagames bundle
    Measures whether a player who was never told the rules can read a game's intent off the screen, by sampling scenes from a recorded run and having an isolated agent that has not seen the design or source name the goal, the options, and the risk. Use when a game runs and its mechanics are verified but it is unknown whether the screen communicates what to aim for without a tutorial or HUD text, or as a cheap early gate that can fail a design for decision collapse before a telemetry sweep. Not for judging fun or difficulty, not for verifying that a mechanic matches its spec, and not for confirming that varied decisions survive continued optimal play.
    0 installs
  9. Generating Dot Assets 2 · abagames bundle
    Generates transparent pixel-art object assets from a subject and target pixel size using a host-provided image-generation tool, chroma-key removal, pixelization, exact canvas fitting, and PNG validation. Use for game objects, sprites, props, item icons, and diorama layers. Requires Codex's built-in `image_gen` (or an equivalent image-generation entry point) and ImageMagick `convert` on PATH.
    0 installs
  10. Developing With Crisp Game Lib 2 · abagames bundle
    Creates or repairs browser mini-games specifically using crisp-game-lib. Use only when the user explicitly asks for crisp-game-lib or the existing project already uses it; skip for Godot, Unity, Phaser, canvas-only, or unspecified engine requests.
    0 installs
  11. Dispatching Agent Work 2 · abagames bundle
    Routes a user's request to a separate task, subagent, automation, or current agent with an appropriate model role, reasoning effort, and workspace isolation. Use when the user or an authoritative instruction asks to dispatch, delegate, orchestrate, enter dispatch mode, run work in another session, select an execution backend, or schedule work. While dispatch mode is active, proactively send substantive execution to the host's preferred worker boundary: a new user-visible task in Codex Desktop App and a subagent on hosts without durable tasks. Do not invoke merely because ordinary work is complex, long-running, or parallelizable, or when this skill is only being mentioned, reviewed, or edited.
    0 installs
  12. Arcadifying Mini Games 2 · abagames bundle
    Converts a working mini-game into a complete arcade game by adding round structure, ceremony screens (READY / round clear / death / game over), a score economy (extends, round bonuses, initials entry, high-score table), and jingle/SE separation. Use when a playable game with a verified core loop still "feels like a minigame" and needs arcade completeness — rounds or waves, 1UP extends, name entry, attract mode. Not for designing the core mechanic itself (use designing-mini-games first).
    0 installs
  13. Critiquing Own Response 2 · abagames
    Reviews the agent's own immediately preceding response as an advisory pass, surfacing assumptions, reasoning gaps, alternatives, and unverified claims. Use ONLY when the user explicitly asks for self-critique, critical thinking, or challenges to the agent's prior answer. Do not use for normal follow-ups, someone else's work, automatic checking, or independent quality assurance.
    0 installs
  14. Extracting Agent Skills 2 · abagames bundle
    Distills reusable agent procedures, validation loops, debugging methods, tool-use patterns, and decision rules from completed, paused, abandoned, or failed projects. Use when closing or archiving a project, reducing side-project sprawl, or when asked to harvest project knowledge into reusable agent capabilities. Gates candidates for trigger clarity, validation, and transferability to avoid weak skills.
    0 installs
  15. Exploring Game Design Space 2 · abagames bundle
    Explores a broad game-design space by generating structurally varied concepts, attacking obvious failures, mutating promising mechanisms, and returning a small set of distinct testable hypotheses without ranking speculative fun. Use for open-ended game ideation, mechanic-space exploration, game-jam concept search, or deriving multiple mechanical directions from a seed. Do not use merely to audit one existing concept or to choose among a supplied shortlist.
    0 installs
  16. Stress Testing Game Concepts 2 · abagames bundle
    Audits one or more game concepts, rule specs, or early prototypes adversarially for unreachable goals, dominant simple policies, agency collapse, irrelevant mechanics, reward exploits, and unsupported design claims while separating demonstrated defects from uncertainty. Use to challenge an existing game idea before implementation, review a ruleset, diagnose why a prototype may be shallow, or decide what must be tested next.
    0 installs
  17. Evaluating Gameplay Balance 2 · abagames bundle
    Evaluates and improves gameplay balance from telemetry in any engine. Use when comparing monotonous vs exploratory play, diagnosing death/spawn/scoring/input issues, or proposing structural balance fixes instead of numeric tuning.
    0 installs
  18. Scaffolding Godot Mini Games 2 · abagames bundle
    Scaffolds a minimal Godot mini-game project from a reusable infrastructure-only template. Use when starting a Godot 4.2+ mini-game that needs headless tests, Web export defaults, canvas shell, telemetry helpers, and procedural audio primitives.
    0 installs
  19. Designing Minimal Game Rules 2 · abagames bundle
    Turns an abstract game-design seed into a minimal discrete-state rule system by generating conflict-axis candidates, stress-testing with Rule Breaker and Strategy Breaker roles, then reducing to the smallest surviving core. Use when designing a compact turn-based or step-based game that must work without numeric tuning, manual level design, or aesthetic polish.
    0 installs
  20. Verifying Turn Based Games 2 · abagames
    Verifies two-player strict-alternating-turn games via a pure-function engine contract and bot-ladder / WP-tension metrics. Use when designing or implementing board/card games that need replay, search, bot ladders, win-rate analysis, tension metrics, or decision-density evaluation. Skip for real-time, simultaneous-action, 3+ player, or single-player puzzle games.
    0 installs
  21. Gating By Blind Restoration 2 · abagames bundle
    Validates that one abstraction layer (a spec, design doc, schema, contract, or generated artifact) is self-sufficient by spawning an ISOLATED sub-agent that sees only that layer and must reconstruct the adjacent layer, returning pass / weak-pass / fail. Use when checking whether an extracted or generated artifact preserves enough structure to be rebuilt or used without the original source, and to prevent an author from grading their own output.
    0 installs
  22. Gating Expensive Batch Work 2 · abagames bundle
    Splits a batch of expensive per-item agent work into a cheap reversible pass over every item and an expensive irreversible pass, separated by a method-freeze checkpoint. Use when running one costly procedure over many items (evaluations, migrations, audits, labeling, benchmark or fixture construction) and the method — rubric, transform rules, criteria, instrument — could still turn out to be wrong, or when part of the work spends something that cannot be spent twice: fresh seeds, held-out data, one-shot quota, published output, or a reviewer's first impression. Not for single items, cheap items, or a method already validated on the same class of item.
    0 installs
  23. Curating Game Concept Portfolio 2 · abagames bundle
    Curates a supplied set of game ideas into a small mechanically diverse portfolio by normalizing prose into mechanism signatures, clustering structural duplicates, excluding demonstrated hard failures, comparing available evidence without treating missing data as zero, and selecting for coverage rather than one subjective score. Use for pitch triage, game-jam shortlist selection, prototype portfolio planning, or choosing among many existing concepts.
    0 installs
  24. Creating Godot Procedural Audio 2 · abagames bundle
    Designs and implements procedural audio for Godot games. Use when creating runtime SFX with Godot built-in audio APIs, mapping game events to timbre, or avoiding external audio assets.
    0 installs
  25. Extracting Spec Design Ladders 2 · abagames bundle
    Reverse-engineers existing source code into a two-layer artifact ladder — a concrete reproduction spec (preserves behavior-affecting constants, same-tick ordering, input edges, collision/threshold semantics; drops cosmetics) and an abstract design doc (intentionally omits reproduction detail and records what is unspecified vs. safe-to-assume). Use to document or recover a program's intent and reproducible behavior without leaking implementation-only detail into the design layer.
    0 installs
  26. Generating Semantic Game Mutants 2 · abagames bundle
    Injects controlled, game-specific semantic defects — timing/order, identity and lifecycle, scoring and economy, persistence/save, RNG/determinism, input buffering, animation-gameplay sync, content/configuration — into a game or its trace reducer, and records a withheld manifest of intended defect mechanism, precondition, expected symptom, violated invariant, hidden oracle, equivalent-mutant risk, and a clean-control counterpart, so the detection power of a test suite or of an agent repair workflow can be measured against known-planted defects. Use when measuring whether tests or an agent workflow actually catch gameplay defects, when building known-bad fixtures for a with-skill / without-skill comparison, or when checking that a workflow does not "fix" a healthy build. Not for finding unknown defects in a real build, not for repairing defects, and not for balance tuning.
    0 installs
  27. Implementing Gameplay Invariants 2 · abagames bundle
    Translates game design prose into engine-neutral implementation invariants and validation checks. Use when implementing or reviewing game mechanics where idle, hold-only, mashing, spam, safe waiting, or repeated scoring pulses must be prevented from dominating skilled play.
    0 installs
  28. Localizing Game State Divergence 2 · abagames bundle
    Localizes a reproducible gameplay defect to the first tick at which game state violates an invariant, by replaying a deterministic repro case and scanning a per-event observation trace (or bisecting only when replay is costly and the oracle is monotone), then reporting the first divergent event together with the state before and after it. Use when a game produces a wrong value, a duplicated or missing effect, or an impossible state, the defect can already be reproduced, and nothing throws — so there is no stack trace or error message to follow back. Not for crashes, exceptions, build failures, or test errors that already name a line; not for deciding whether a value is well balanced; and not for writing the fix itself.
    0 installs
  29. Generating Retro Arcade Concepts 2 · abagames bundle
    Batch-generates, evaluates, and specs multiple fixed-screen arcade game concepts in the style of 1978-1985 cabinets (default profile: 1980-1983). Use for a concept slate or for turning era constraints into ranked concepts and implementation specs. For one already-chosen concept, use designing-mini-games instead.
    0 installs
  30. Refining Workflows From Artifacts 2 · abagames bundle
    Refines a reusable agent workflow based on an actual execution result, review, failure, or simulation output. Classifies problem causes (task/execution/workflow/evaluation/capability-boundary/output-format/overconstraint) before proposing the smallest workflow diff. Use when the user wants to improve a workflow, prompt, rubric, or agent skill after applying it to a real task.
    0 installs
  31. Building Era Authentic Game Audio 2 · abagames bundle
    Designs, implements, and validates a complete game-specific procedural audio system inspired by late-1970s to mid-1980s arcade and console hardware, including BGM loops, adaptive cues, sound effects, jingles, event wiring, synthesis adapters, arbitration, and automated audio-contract tests. Use for tasks that include BGM or require an integrated BGM/SE subsystem across gameplay events. For an engine-agnostic SE/jingle-only kit, use designing-retro-arcade-sound-kits; for Godot-specific procedural SFX implementation without broader music/system design, use creating-godot-procedural-audio. Do not use for a modern sample-based soundtrack or exact chip emulation unless the user explicitly requests those goals.
    0 installs
  32. Designing Retro Arcade Sound Kits 2 · abagames bundle
    Designs and validates event-driven retro-arcade sound kits (SFX + jingles) where game code emits abstract event names and an adapter/synth layer maps and plays them. Use when authoring a per-game arcade sound set, deciding which moments need a one-shot SE vs a jingle vs no sound, keeping SEs from drifting into background music, or preserving a fixed-hardware audio character. Engine-agnostic; for Godot built-in audio APIs specifically, use creating-godot-procedural-audio instead.
    0 installs
  33. Migrating Agents Md To Control Flow 2 · abagames bundle
    Audits repositories that rely heavily on AGENTS.md, CLAUDE.md, copilot instructions, or similar agent instruction files, then migrates repeatable workflows into skills, mandatory checks into scripts/hooks/CI, and leaves only stable repo context, policy, and workflow entrypoints in repo instructions. Use when the agent is asked to reduce long natural-language agent instructions, create agent skills from repo workflows, codify mandatory checks, or produce an instruction migration report.
    0 installs
  34. Adversarially Validating Game Repairs 2 · abagames bundle
    Stress-tests an already-written game bug fix with adversarial cases selected from the state, timing, identity, lifecycle, persistence, and input surfaces the patch can actually reach, then returns a PatchEvidence record covering fail-to-pass, relevant pass-to-pass, inverse-case, invariant, and untested-scope evidence. Use when a fix makes the reported symptom go away and it is still unknown whether the fix is the real one or an overfit, coincidental, or plausible-but-wrong one. Not for finding unknown defects in a build (that is runtime smoke testing), checking one mechanic against its written spec, or judging difficulty, fun, or balance.
    0 installs
  35. Auditing Gameplay Implementation Coverage 2 · abagames bundle
    Audits a stateful game's specification, phase/state machine, implementation, presentation, and tests for scenario-specific omissions such as one phase missing an input alias, one actor skipping a rule, a state change lacking HUD feedback, an event lacking audio, or a lifecycle boundary failing to reset or freeze state. Use when a game mostly works but may contain unimplemented sibling cases, inconsistent behavior across phases or actors, or important rules with no concrete probe; scope the audit to behavior surfaces changed or plausibly reached by a cross-cutting mechanic, to named high-risk surfaces before release, or to a family implicated by repeated forgotten-case bugs. Do not use for a small isolated change already covered by a direct distinguishing assertion, and do not expand into unrelated behavior surfaces. Not for localizing an already-reproduced semantic divergence, validating an existing patch, measuring balance, or proving exhaustive correctness.
    0 installs
  36. Migrating Agents Md To Control Flow · abagames bundle
    Audits repositories that rely heavily on AGENTS.md, CLAUDE.md, copilot instructions, or similar agent instruction files, then migrates repeatable workflows into skills, mandatory checks into scripts/hooks/CI, and leaves only stable repo context, policy, and workflow entrypoints in repo instructions. Use when the agent is asked to reduce long natural-language agent instructions, create agent skills from repo workflows, codify mandatory checks, or produce an instruction migration report.
    2 installs
  37. Adversarially Validating Game Repairs · abagames bundle
    Stress-tests an already-written game bug fix with adversarial cases selected from the state, timing, identity, lifecycle, persistence, and input surfaces the patch can actually reach, then returns a PatchEvidence record covering fail-to-pass, relevant pass-to-pass, inverse-case, invariant, and untested-scope evidence. Use when a fix makes the reported symptom go away and it is still unknown whether the fix is the real one or an overfit, coincidental, or plausible-but-wrong one. Not for finding unknown defects in a build (that is runtime smoke testing), checking one mechanic against its written spec, or judging difficulty, fun, or balance.
    2 installs
  38. Auditing Gameplay Implementation Coverage · abagames bundle
    Audits a stateful game's specification, phase/state machine, implementation, presentation, and tests for scenario-specific omissions such as one phase missing an input alias, one actor skipping a rule, a state change lacking HUD feedback, an event lacking audio, or a lifecycle boundary failing to reset or freeze state. Use when a game mostly works but may contain unimplemented sibling cases, inconsistent behavior across phases or actors, or important rules with no concrete probe; scope the audit to behavior surfaces changed or plausibly reached by a cross-cutting mechanic, to named high-risk surfaces before release, or to a family implicated by repeated forgotten-case bugs. Do not use for a small isolated change already covered by a direct distinguishing assertion, and do not expand into unrelated behavior surfaces. Not for localizing an already-reproduced semantic divergence, validating an existing patch, measuring balance, or proving exhaustive correctness.
    2 installs
  39. Generating Dot Assets · abagames bundle
    Generates transparent pixel-art object assets from a subject and target pixel size using a host-provided image-generation tool, chroma-key removal, pixelization, exact canvas fitting, and PNG validation. Use for game objects, sprites, props, item icons, and diorama layers. Requires Codex's built-in `image_gen` (or an equivalent image-generation entry point) and ImageMagick `convert` on PATH.
    2 installs
  40. Arcadifying Mini Games · abagames bundle
    Converts a working mini-game into a complete arcade game by adding round structure, ceremony screens (READY / round clear / death / game over), a score economy (extends, round bonuses, initials entry, high-score table), and jingle/SE separation. Use when a playable game with a verified core loop still "feels like a minigame" and needs arcade completeness — rounds or waves, 1UP extends, name entry, attract mode. Not for designing the core mechanic itself (use designing-mini-games first).
    2 installs
  41. Directing Game Visuals · abagames bundle
    Directs readable, coherent game visuals. Use when defining visual hierarchy, palette roles, screen composition, event feedback, or reducing generic AI-looking game art without relying on HUD text.
    2 installs
  42. Dispatching Agent Work · abagames bundle
    Routes a user's request to a separate task, subagent, automation, or current agent with an appropriate model role, reasoning effort, and workspace isolation. Use when the user or an authoritative instruction asks to dispatch, delegate, orchestrate, enter dispatch mode, run work in another session, select an execution backend, or schedule work. While dispatch mode is active, proactively send substantive execution to the host's preferred worker boundary: a new user-visible task in Codex Desktop App and a subagent on hosts without durable tasks. Do not invoke merely because ordinary work is complex, long-running, or parallelizable, or when this skill is only being mentioned, reviewed, or edited.
    2 installs
  43. Running Headless Godot · abagames bundle
    Runs reproducible headless Godot 4.2+ workflows for CLI commands, exports, scripted scene edits, and tests. Use when running Godot CLI commands, editing .tscn via script, capturing logs, or exporting in headless mode.
    2 installs
  44. Critiquing Own Response · abagames
    Reviews the agent's own immediately preceding response as an advisory pass, surfacing assumptions, reasoning gaps, alternatives, and unverified claims. Use ONLY when the user explicitly asks for self-critique, critical thinking, or challenges to the agent's prior answer. Do not use for normal follow-ups, someone else's work, automatic checking, or independent quality assurance.
    2 installs
  45. Extracting Agent Skills · abagames bundle
    Distills reusable agent procedures, validation loops, debugging methods, tool-use patterns, and decision rules from completed, paused, abandoned, or failed projects. Use when closing or archiving a project, reducing side-project sprawl, or when asked to harvest project knowledge into reusable agent capabilities. Gates candidates for trigger clarity, validation, and transferability to avoid weak skills.
    2 installs
  46. Smoke Testing Web Games · abagames bundle
    Smoke-tests a browser game build in a headless browser through load, idle, and input phases, failing on console errors, uncaught exceptions, or crashes. Use after changes that can reach browser runtime, especially game-loop, input, dependency, entry-point, or build-output changes. Skip changes the running build cannot reach. This checks runtime health, not gameplay quality, balance, visuals, or mechanic correctness. Requires Node 18+ and Playwright with Chromium in the target project.
    2 installs
  47. Gating Intent Legibility · abagames bundle
    Measures whether a player who was never told the rules can read a game's intent off the screen, by sampling scenes from a recorded run and having an isolated agent that has not seen the design or source name the goal, the options, and the risk. Use when a game runs and its mechanics are verified but it is unknown whether the screen communicates what to aim for without a tutorial or HUD text, or as a cheap early gate that can fail a design for decision collapse before a telemetry sweep. Not for judging fun or difficulty, not for verifying that a mechanic matches its spec, and not for confirming that varied decisions survive continued optimal play.
    2 installs
  48. Probing Web Game Mechanics · abagames bundle
    Verifies that implemented game mechanics match their spec by injecting game state into a live headless browser and asserting the resulting transitions (phase changes, scoring formulas, gates, resets). Use when a change actually reaches a mechanic whose spec conformance is unverified — a smoke test (runtime health) passes but the mechanic's own behavior has not been checked, or when a mechanic is too rare or slow to reach through organic play. Not for crash detection (use smoke-testing-web-games) or play-quality judgment (use evaluating-gameplay-balance).
    2 installs
  49. Verifying Turn Based Games · abagames
    Verifies two-player strict-alternating-turn games via a pure-function engine contract and bot-ladder / WP-tension metrics. Use when designing or implementing board/card games that need replay, search, bot ladders, win-rate analysis, tension metrics, or decision-density evaluation. Skip for real-time, simultaneous-action, 3+ player, or single-player puzzle games.
    2 installs
  50. Evaluating Gameplay Balance · abagames bundle
    Evaluates and improves gameplay balance from telemetry in any engine. Use when comparing monotonous vs exploratory play, diagnosing death/spawn/scoring/input issues, or proposing structural balance fixes instead of numeric tuning.
    2 installs
  51. Exploring Game Design Space · abagames bundle
    Explores a broad game-design space by generating structurally varied concepts, attacking obvious failures, mutating promising mechanisms, and returning a small set of distinct testable hypotheses without ranking speculative fun. Use for open-ended game ideation, mechanic-space exploration, game-jam concept search, or deriving multiple mechanical directions from a seed. Do not use merely to audit one existing concept or to choose among a supplied shortlist.
    2 installs
  52. Gating By Blind Restoration · abagames bundle
    Validates that one abstraction layer (a spec, design doc, schema, contract, or generated artifact) is self-sufficient by spawning an ISOLATED sub-agent that sees only that layer and must reconstruct the adjacent layer, returning pass / weak-pass / fail. Use when checking whether an extracted or generated artifact preserves enough structure to be rebuilt or used without the original source, and to prevent an author from grading their own output.
    2 installs
  53. Gating Expensive Batch Work · abagames bundle
    Splits a batch of expensive per-item agent work into a cheap reversible pass over every item and an expensive irreversible pass, separated by a method-freeze checkpoint. Use when running one costly procedure over many items (evaluations, migrations, audits, labeling, benchmark or fixture construction) and the method — rubric, transform rules, criteria, instrument — could still turn out to be wrong, or when part of the work spends something that cannot be spent twice: fresh seeds, held-out data, one-shot quota, published output, or a reviewer's first impression. Not for single items, cheap items, or a method already validated on the same class of item.
    2 installs
  54. Styling Web Game Typography · abagames bundle
    Implements readable, licensed typography for distributed games (web export, downloadable, packaged). Use when defining theme-based text roles, adopting fonts, handling font licenses for redistribution, or checking HUD readability. Engine-agnostic core; Godot 4.2+ implementation patterns live in references/godot-patterns.md.
    2 installs
  55. Designing Minimal Game Rules · abagames bundle
    Turns an abstract game-design seed into a minimal discrete-state rule system by generating conflict-axis candidates, stress-testing with Rule Breaker and Strategy Breaker roles, then reducing to the smallest surviving core. Use when designing a compact turn-based or step-based game that must work without numeric tuning, manual level design, or aesthetic polish.
    2 installs
  56. Scaffolding Godot Mini Games · abagames bundle
    Scaffolds a minimal Godot mini-game project from a reusable infrastructure-only template. Use when starting a Godot 4.2+ mini-game that needs headless tests, Web export defaults, canvas shell, telemetry helpers, and procedural audio primitives.
    2 installs
  57. Stress Testing Game Concepts · abagames bundle
    Audits one or more game concepts, rule specs, or early prototypes adversarially for unreachable goals, dominant simple policies, agency collapse, irrelevant mechanics, reward exploits, and unsupported design claims while separating demonstrated defects from uncertainty. Use to challenge an existing game idea before implementation, review a ruleset, diagnose why a prototype may be shallow, or decide what must be tested next.
    2 installs
  58. Developing With Crisp Game Lib · abagames bundle
    Creates or repairs browser mini-games specifically using crisp-game-lib. Use only when the user explicitly asks for crisp-game-lib or the existing project already uses it; skip for Godot, Unity, Phaser, canvas-only, or unspecified engine requests.
    2 installs
  59. Extracting Spec Design Ladders · abagames bundle
    Reverse-engineers existing source code into a two-layer artifact ladder — a concrete reproduction spec (preserves behavior-affecting constants, same-tick ordering, input edges, collision/threshold semantics; drops cosmetics) and an abstract design doc (intentionally omits reproduction detail and records what is unspecified vs. safe-to-assume). Use to document or recover a program's intent and reproducible behavior without leaking implementation-only detail into the design layer.
    2 installs
  60. Creating Godot Procedural Audio · abagames bundle
    Designs and implements procedural audio for Godot games. Use when creating runtime SFX with Godot built-in audio APIs, mapping game events to timbre, or avoiding external audio assets.
    2 installs
  61. Curating Game Concept Portfolio · abagames bundle
    Curates a supplied set of game ideas into a small mechanically diverse portfolio by normalizing prose into mechanism signatures, clustering structural duplicates, excluding demonstrated hard failures, comparing available evidence without treating missing data as zero, and selecting for coverage rather than one subjective score. Use for pitch triage, game-jam shortlist selection, prototype portfolio planning, or choosing among many existing concepts.
    2 installs
  62. Generating Retro Arcade Concepts · abagames bundle
    Batch-generates, evaluates, and specs multiple fixed-screen arcade game concepts in the style of 1978-1985 cabinets (default profile: 1980-1983). Use for a concept slate or for turning era constraints into ranked concepts and implementation specs. For one already-chosen concept, use designing-mini-games instead.
    2 installs
  63. Generating Semantic Game Mutants · abagames bundle
    Injects controlled, game-specific semantic defects — timing/order, identity and lifecycle, scoring and economy, persistence/save, RNG/determinism, input buffering, animation-gameplay sync, content/configuration — into a game or its trace reducer, and records a withheld manifest of intended defect mechanism, precondition, expected symptom, violated invariant, hidden oracle, equivalent-mutant risk, and a clean-control counterpart, so the detection power of a test suite or of an agent repair workflow can be measured against known-planted defects. Use when measuring whether tests or an agent workflow actually catch gameplay defects, when building known-bad fixtures for a with-skill / without-skill comparison, or when checking that a workflow does not "fix" a healthy build. Not for finding unknown defects in a real build, not for repairing defects, and not for balance tuning.
    2 installs
  64. Implementing Gameplay Invariants · abagames bundle
    Translates game design prose into engine-neutral implementation invariants and validation checks. Use when implementing or reviewing game mechanics where idle, hold-only, mashing, spam, safe waiting, or repeated scoring pulses must be prevented from dominating skilled play.
    2 installs
  65. Localizing Game State Divergence · abagames bundle
    Localizes a reproducible gameplay defect to the first tick at which game state violates an invariant, by replaying a deterministic repro case and scanning a per-event observation trace (or bisecting only when replay is costly and the oracle is monotone), then reporting the first divergent event together with the state before and after it. Use when a game produces a wrong value, a duplicated or missing effect, or an impossible state, the defect can already be reproduced, and nothing throws — so there is no stack trace or error message to follow back. Not for crashes, exceptions, build failures, or test errors that already name a line; not for deciding whether a value is well balanced; and not for writing the fix itself.
    2 installs
  66. Building Era Authentic Game Audio · abagames bundle
    Designs, implements, and validates a complete game-specific procedural audio system inspired by late-1970s to mid-1980s arcade and console hardware, including BGM loops, adaptive cues, sound effects, jingles, event wiring, synthesis adapters, arbitration, and automated audio-contract tests. Use for tasks that include BGM or require an integrated BGM/SE subsystem across gameplay events. For an engine-agnostic SE/jingle-only kit, use designing-retro-arcade-sound-kits; for Godot-specific procedural SFX implementation without broader music/system design, use creating-godot-procedural-audio. Do not use for a modern sample-based soundtrack or exact chip emulation unless the user explicitly requests those goals.
    2 installs
  67. Designing Retro Arcade Sound Kits · abagames bundle
    Designs and validates event-driven retro-arcade sound kits (SFX + jingles) where game code emits abstract event names and an adapter/synth layer maps and plays them. Use when authoring a per-game arcade sound set, deciding which moments need a one-shot SE vs a jingle vs no sound, keeping SEs from drifting into background music, or preserving a fixed-hardware audio character. Engine-agnostic; for Godot built-in audio APIs specifically, use creating-godot-procedural-audio instead.
    2 installs
  68. Refining Workflows From Artifacts · abagames bundle
    Refines a reusable agent workflow based on an actual execution result, review, failure, or simulation output. Classifies problem causes (task/execution/workflow/evaluation/capability-boundary/output-format/overconstraint) before proposing the smallest workflow diff. Use when the user wants to improve a workflow, prompt, rubric, or agent skill after applying it to a real task.
    2 installs
  69. Designing Mini Games · abagames bundle
    Designs original, compact mini-games — rules, controls, scoring, hazards, and difficulty curves — for any input scheme, including one-button (tap / hold / release) games. Use when defining a new mini-game concept, converting creative constraints or seeds into mechanics, choosing an input scheme, checking state-variable necessity, or preventing idle, hold-only, or mashing play from becoming optimal.
    2 installs
  70. Maximizing Game Feel · abagames bundle
    Improves the tactile satisfaction ("game feel") of action games whose visuals are functional but flat. Use when a game runs correctly but feels lifeless; applies to players, enemies, obstacles, projectiles, and items.
    2 installs