abagames
- 70 skills
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- 22 hours ago last updated
- ▌ Smoke Testing Web Games 2 · abagames bundleSmoke-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.
- ▌ Designing Mini Games 2 · abagames bundleDesigns 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.
- ▌ Maximizing Game Feel 2 · abagames bundleImproves 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.
- ▌ Probing Web Game Mechanics 2 · abagames bundleVerifies 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).
- ▌ Styling Web Game Typography 2 · abagames bundleImplements 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.
- ▌ Running Headless Godot 2 · abagames bundleRuns 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.
- ▌ Directing Game Visuals 2 · abagames bundleDirects 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.
- ▌ Gating Intent Legibility 2 · abagames bundleMeasures 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.
- ▌ Generating Dot Assets 2 · abagames bundleGenerates 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.
- ▌ Developing With Crisp Game Lib 2 · abagames bundleCreates 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.
- ▌ Dispatching Agent Work 2 · abagames bundleRoutes 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.
- ▌ Arcadifying Mini Games 2 · abagames bundleConverts 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).
- ▌ Critiquing Own Response 2 · abagamesReviews 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.
- ▌ Extracting Agent Skills 2 · abagames bundleDistills 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.
- ▌ Exploring Game Design Space 2 · abagames bundleExplores 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.
- ▌ Stress Testing Game Concepts 2 · abagames bundleAudits 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.
- ▌ Evaluating Gameplay Balance 2 · abagames bundleEvaluates 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.
- ▌ Scaffolding Godot Mini Games 2 · abagames bundleScaffolds 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.
- ▌ Designing Minimal Game Rules 2 · abagames bundleTurns 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.
- ▌ Verifying Turn Based Games 2 · abagamesVerifies 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.
- ▌ Gating By Blind Restoration 2 · abagames bundleValidates 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.
- ▌ Gating Expensive Batch Work 2 · abagames bundleSplits 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.
- ▌ Curating Game Concept Portfolio 2 · abagames bundleCurates 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.
- ▌ Creating Godot Procedural Audio 2 · abagames bundleDesigns 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.
- ▌ Extracting Spec Design Ladders 2 · abagames bundleReverse-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.
- ▌ Generating Semantic Game Mutants 2 · abagames bundleInjects 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.
- ▌ Implementing Gameplay Invariants 2 · abagames bundleTranslates 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.
- ▌ Localizing Game State Divergence 2 · abagames bundleLocalizes 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.
- ▌ Generating Retro Arcade Concepts 2 · abagames bundleBatch-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.
- ▌ Refining Workflows From Artifacts 2 · abagames bundleRefines 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.
- ▌ Building Era Authentic Game Audio 2 · abagames bundleDesigns, 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.
- ▌ Designing Retro Arcade Sound Kits 2 · abagames bundleDesigns 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.
- ▌ Migrating Agents Md To Control Flow 2 · abagames bundleAudits 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.
- ▌ Adversarially Validating Game Repairs 2 · abagames bundleStress-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.
- ▌ Auditing Gameplay Implementation Coverage 2 · abagames bundleAudits 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.
- ▌ Migrating Agents Md To Control Flow · abagames bundleAudits 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.
- ▌ Adversarially Validating Game Repairs · abagames bundleStress-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.
- ▌ Auditing Gameplay Implementation Coverage · abagames bundleAudits 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.
- ▌ Generating Dot Assets · abagames bundleGenerates 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.
- ▌ Arcadifying Mini Games · abagames bundleConverts 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).
- ▌ Directing Game Visuals · abagames bundleDirects 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.
- ▌ Dispatching Agent Work · abagames bundleRoutes 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.
- ▌ Running Headless Godot · abagames bundleRuns 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.
- ▌ Critiquing Own Response · abagamesReviews 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.
- ▌ Extracting Agent Skills · abagames bundleDistills 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.
- ▌ Smoke Testing Web Games · abagames bundleSmoke-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.
- ▌ Gating Intent Legibility · abagames bundleMeasures 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.
- ▌ Probing Web Game Mechanics · abagames bundleVerifies 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).
- ▌ Verifying Turn Based Games · abagamesVerifies 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.
- ▌ Evaluating Gameplay Balance · abagames bundleEvaluates 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.
- ▌ Exploring Game Design Space · abagames bundleExplores 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.
- ▌ Gating By Blind Restoration · abagames bundleValidates 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.
- ▌ Gating Expensive Batch Work · abagames bundleSplits 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.
- ▌ Styling Web Game Typography · abagames bundleImplements 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.
- ▌ Designing Minimal Game Rules · abagames bundleTurns 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.
- ▌ Scaffolding Godot Mini Games · abagames bundleScaffolds 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.
- ▌ Stress Testing Game Concepts · abagames bundleAudits 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.
- ▌ Developing With Crisp Game Lib · abagames bundleCreates 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.
- ▌ Extracting Spec Design Ladders · abagames bundleReverse-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.
- ▌ Creating Godot Procedural Audio · abagames bundleDesigns 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.
- ▌ Curating Game Concept Portfolio · abagames bundleCurates 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.
- ▌ Generating Retro Arcade Concepts · abagames bundleBatch-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.
- ▌ Generating Semantic Game Mutants · abagames bundleInjects 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.
- ▌ Implementing Gameplay Invariants · abagames bundleTranslates 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.
- ▌ Localizing Game State Divergence · abagames bundleLocalizes 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.
- ▌ Building Era Authentic Game Audio · abagames bundleDesigns, 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.
- ▌ Designing Retro Arcade Sound Kits · abagames bundleDesigns 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.
- ▌ Refining Workflows From Artifacts · abagames bundleRefines 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.
- ▌ Designing Mini Games · abagames bundleDesigns 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.
- ▌ Maximizing Game Feel · abagames bundleImproves 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.