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kbravh

@kbravh source repo

11 published skills

  1. Logo Ideation · kbravh bundle
    Brand discovery and logo concept development. Use when brainstorming logo ideas, exploring visual directions, analyzing competitor logos, or developing logo concepts before creation. Triggers on "logo ideas," "logo concept," "brand identity," "logo brainstorm," "competitor logos," "visual identity exploration," or any pre-design logo planning.
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  2. Tanstack Query · kbravh bundle
    TanStack Query (React Query) v5 best practices for data fetching, caching, and mutations. Use when fetching server data with useQuery, setting up mutations with useMutation, configuring caching strategies, managing query keys, handling optimistic updates, invalidating queries, or integrating TanStack Query into a React/TypeScript project. Triggers on "React Query", "TanStack Query", "useQuery", "useMutation", "query keys", "stale time", "cache invalidation", "optimistic update", "prefetch", "infinite query".
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  3. Svg Logo Creator · kbravh
    Create professional SVG logos from concept briefs or descriptions. Use when generating SVG logo files, creating logo variations (horizontal, vertical, icon-only), or implementing logo designs. Triggers on "create SVG logo," "generate logo," "make a logo," "logo SVG," "design a logo," or when given a logo concept brief from logo-ideation.
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  4. Prisma Expand Contract · kbravh bundle
    Safe database schema migrations using the expand-and-contract pattern with Prisma ORM. Use when renaming columns/tables, changing column types, adding non-nullable columns, or any schema change requiring zero-downtime deployment.
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  5. HTML Specs · kbravh bundle
    Create engaging, self-contained HTML slide decks for specs, implementation plans, ADRs, brainstorms, and decision docs — keyboard-navigable single-file decks with a dark slate + emerald design system and ready-made components (callouts, option grids, timelines, terminal blocks, diagrams). Use whenever the user asks for a spec, plan, design doc, ADR, decision record, proposal, RFC, or brainstorm writeup, even if they don't say "HTML" or "slides" — writing these as markdown is the failure mode this skill exists to prevent.
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  6. Proton Pass Secrets · kbravh
    Read secrets (API tokens, passwords, TOTP codes) from Proton Pass using the pass-cli and secret references like pass://vault/item/field. Use whenever the user provides a pass:// reference, mentions a credential/token/API key stored in Proton Pass, asks to run a command or investigate an API using a secret from their vault, or wants secrets injected into environment variables, .env files, or config templates — even if they don't name pass-cli explicitly.
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  7. Game Loop Design · kbravh
    Discover the moment-to-moment, session, and long-term gameplay loops for a game concept. Use whenever the user has a game idea but cannot yet describe what the player physically does, asks about "gameplay loop" or "core loop", mentions pacing or session length, describes a game in terms of feelings or themes without concrete actions, or talks about a game as a list of features rather than a thing you do. Trigger this skill whenever a design conversation drifts into abstraction about a game's *what* without grounding in moment-to-moment *do* — designers often do not realize their concept lacks a loop until forced to walk through one.
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  8. Game Pitch Document · kbravh
    Consolidate a game design brainstorm into a clean, durable reference document — title, log line, design pillars, core loops, signature mechanics, reference games, and open questions. Use whenever the user wants to capture the state of a design discussion, says "let's write this up", "summarize what we have", "put this in a doc", "give me something I can come back to", or when a brainstorm has produced enough material that further talking would be less valuable than writing it down. Trigger when transitioning from generative thinking to documentation — and proactively suggest this transition when a designer has been brainstorming for a while and the ideas are stabilizing, since designers often lose hard-won design decisions by failing to write them down at the right moment.
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  9. Game Seed Expansion · kbravh
    Take a fragment of a game idea — a theme, mood, mechanic, art style, setting, character, or feeling — and expand it into 3-5 wildly divergent design directions, each grounded in specific reference games. Use whenever the user shares a loose game concept, says they "want to make a game about X", has a vibe but no game yet, names a single mechanic with no game around it, or is stuck on one direction and needs alternatives. Apply this skill aggressively at the start of any game-ideation conversation, even if the user has not explicitly asked for "directions" or "options" — designers usually do not know they need divergence until they see it.
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  10. Game Design Stress Test · kbravh
    Pressure-test an existing game design for brittleness — dominant strategies, sagging middles, fantasy-vs-loop mismatch, fragile player misunderstanding, and the "why isn't this just X" problem. Use whenever a designer has a game concept with some shape and needs to find what is weak before investing in a prototype, asks for "feedback" or "a critique" or "what's wrong with this", shares a polished-sounding pitch that has not yet been adversarially examined, or seems too in love with their own idea to see its failure modes. Apply this skill any time a design conversation has been generative for a while and needs an adversarial turn — designers rarely ask for stress-testing themselves and usually need it before they think they do.
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  11. Game Design Brainstorming · kbravh
    Develop video game ideas with a sharp creative collaborator — turn loose concepts, themes, or fantasies into specific mechanics, gameplay loops, and design pillars. Use when the user has a seed of a game idea and needs to discover what it actually *is*: what the player does moment-to-moment, what the game is uniquely about, and which directions are worth prototyping. Not for production planning, monetization strategy, or marketing — this is the messy, generative phase before any of that.
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