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kyh

@kyh source repo

54 published skills

  1. Cover Video · kyh
    Record a cover video for a content component, verify it looks right, upload it to Vercel Blob, and wire it into meta.json. Use when asked to generate/update a component's cover, preview video, or gallery thumbnail.
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  2. Build Content · kyh bundle
    Full lifecycle for a new uicapsule content component: take an idea (or pitch ideas if none given), scaffold it, build the component, record a screen capture of it running locally, and open a PR with the recording embedded in the description. Use whenever the user pitches a component idea, says "build X and PR it", "add a <thing> component", describes a UI interaction/effect they want added to the gallery, or invokes /build-content with no arguments at all. Not for editing existing content components (unless re-recording their PR preview) and not for gallery covers (use cover-video).
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  3. Build Requests · kyh
    Drain the queue of accepted component requests: every open GitHub issue labelled `ready` becomes a built, recorded, covered component with a PR that closes the issue. Use when asked to "build the ready requests", "run the request queue", "process component requests", or when invoked as /build-requests on a schedule. Not for building an ad-hoc idea (use build-content) or a single cover (cover-video).
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  4. Inteligir HTML · kyh
    Self-contained HTML blocks in inteligir notes — when interaction earns one, the runtime limits, and the sandbox contract.
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  5. Inteligir Links · kyh
    Wiki links, heading anchors, aliases, id-resolved links, external links, embeds, and vault media in inteligir notes.
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  6. Inteligir Notes · kyh
    The persisted note syntax for inteligir vaults. Read this before creating or editing any note, choosing a block, or writing a construct the editor must round-trip.
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  7. Inteligir Canvas · kyh
    Canvas blocks in inteligir notes — when a spatial sketch is the right answer, and the exact grid payload.
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  8. Inteligir Writing · kyh
    How an inteligir note should read — leading with the answer, choosing structure that fits the information, and knowing when to stop.
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  9. Inteligir Comments · kyh
    Anchored comments in inteligir notes — body markers, the note's comment store, replies, resolution, and attribution.
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  10. Inteligir Formulas · kyh
    Formula pills and named variables in inteligir notes — the persisted grammar, identity, bound references, and metadata.
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  11. Inteligir Frontmatter · kyh
    YAML frontmatter in inteligir notes — the only property store, what belongs there, and what must never be invented.
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  12. Push · kyh
    Commit and push changes. If on main, pushes directly. If on a branch, pushes and creates a PR. Use when you want to commit and ship changes.
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  13. Architect · kyh
    Senior engineering advisor for code reviews, architecture decisions, complex debugging, and planning.
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  14. Librarian · kyh bundle
    Multi-repository codebase exploration. Research library internals, find code patterns, understand architecture, compare implementations across GitHub/npm/PyPI/crates. Use when needing deep understanding of how libraries work, finding implementations across open source, or exploring remote repository structure.
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  15. Update All · kyh
    Update all packages to latest across all projects defined in ~/.zshrc pupa(). Handles breaking changes, fixes build failures, and commits per project. Smarter version of the pupa() shell function. Use when you want to bulk-update dependencies.
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  16. Pr Lifecycle · kyh
    Monitor a PR for bot review comments (Claude, Cursor, Copilot, etc.), address all feedback, push fixes, and repeat until clean. Use when you want to babysit a PR through automated review cycles. Accepts optional PR number or URL as argument.
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  17. Sync Conventions · kyh
    Audit and fix convention drift across all projects defined in ~/.zshrc pupa(). Checks tooling choice (oxlint/oxfmt vs eslint/prettier), oxlint type-safety rules, script consistency, tsconfig, stale config references, database tooling (drizzle push scripts + .env.production.local convention, no stale migration dirs), secret hygiene (no tracked .env), and shared-UI/config drift (ui source glob, typed next.config). Package versions are out of scope — use update-all for those. Use when you want to ensure all projects follow the same patterns.
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  18. Simplify Lifecycle · kyh
    Full architecture sweep that finds and fixes simplification opportunities in a loop until convergence. Analyzes the entire app structure, removes dead code, flattens unnecessary abstractions, consolidates duplicates, and simplifies over-engineered patterns. Loops until there's nothing left to improve. Use when you want to thoroughly clean up and simplify a codebase.
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  19. Release · kyh
    Bump, build, publish, tag, and changelog vibedgames npm packages — `vibedgames` (CLI), `@vibedgames/multiplayer`, and/or `@vibedgames/gamepad`. Skips packages with no changes since last release. Use when the user wants to ship a new version. Args optional: package(s) and bump type, e.g. "release multiplayer patch", "release gamepad patch", "release cli minor", "release all patch".
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  20. Fork · kyh
    Fork a deployed vibedgames game's source to build on it, or make your own deploy forkable.
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  21. Vfx · kyh
    Build real-time 2D effects in-engine — explosions, hit sparks, trails, smoke, pickups, shockwaves, weather — with particle recipes, readability rules and mobile budgets.
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  22. Deploy · kyh
    Deploy a static browser game (Vite, Phaser, Three.js, plain HTML) to vibedgames with `vg deploy`.
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  23. Playtest · kyh bundle
    Drive a real browser against a game with `vg playtest`: smoke checks, scripted bot playtests, softlock detection, screenshots and visual diffs, on localhost or a deployed URL.
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  24. Ask Me · kyh
    Interview the user about a fuzzy game idea, one question at a time, until it is build-ready. Skip when they already know what to build.
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  25. Generate · kyh bundle
    Run the `vg generate` CLI: search models, inspect schemas and pricing, run endpoints, upload inputs, track async jobs. The base every media skill here builds on.
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  26. Game UI · kyh
    Design in-game interfaces: HUD zoning and hierarchy, meters and numerals, menu and overlay states, touch targets and safe areas, for Phaser, Three.js or DOM.
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  27. Pixel Art · kyh bundle
    Generate 2D pixel art assets with `vg generate`: characters, still sprites, backgrounds and parallax layers, background removal, and effect sprites derived from generated video.
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  28. Teach Me · kyh bundle
    Teach the user to build browser games themselves across sessions, by building real games together. Not for building a game for them.
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  29. Phaser · kyh bundle
    Build 2D browser games with Phaser 4: scenes, sprites, Arcade/Matter physics, tilemaps, WebGL filters and GPU layers, and Phaser 3 to 4 migration.
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  30. Animation · kyh
    Make 2D sprite animation read well: frame budgets per clip, timing and spacing, cancel windows, smears, secondary motion, wiring clips in Phaser. Generating frames is pixel-art / animated-spritesheets.
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  31. Finish It · kyh
    Get a stalled or sprawling game project to ship: diagnose the death loop, cut to the core, set a binary finish line.
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  32. Game Feel · kyh
    Tune how a game feels — input forgiveness, movement curves, hit stop, screen shake, squash and stretch, camera and audio feel — with concrete numbers.
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  33. Threejs · kyh bundle
    Build and debug 3D browser apps and games with Three.js or React Three Fiber: scene, materials, lighting, GLTF, physics, character controllers, cameras, post-processing, performance.
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  34. Onboarding · kyh
    Design a game's first minute: invisible tutorials, difficulty curves, failure and retry loops, assist modes. Use when players quit early or don't get it.
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  35. Gamepad · kyh bundle
    Add touch controls (virtual joystick, d-pad, buttons) and physical gamepad support to a browser game with @vibedgames/gamepad.
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  36. Storytelling · kyh bundle
    Build multi-shot narrative image, video and audio sequences with `vg generate`: storyboards, shot lists, first-to-last-frame chains, continuity.
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  37. Skill Creator · kyh bundle
    Create or revise a skill in this repo: short trigger-precise descriptions, a router-style SKILL.md over references and scripts, quality checks.
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  38. Model Catalog · kyh bundle
    Pick a `vg generate` endpoint for a task, and the default endpoint IDs the media skills use when none is named.
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  39. Regenerate 3d · kyh
    Build a 3D character-selector scene entirely from `vg generate` output: stylised characters, rigged GLBs, companions, floor textures, looped video backgrounds, palette swaps.
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  40. Aseprite · kyh bundle
    Parse Aseprite files (.ase/.aseprite) — layers, cels, tags, slices, palettes, tilesets — into JSON, durations and bounds for engines and tools.
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  41. Game Balance · kyh
    Design and tune game systems and economies: core loops, sources and sinks, cost and power curves, loot tables, progression, dominant-strategy and soft-lock audits.
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  42. Level Design · kyh
    Design levels, waves, arenas and difficulty progression: structure, pacing, teaching through geometry, guiding the eye, wave grammar for endless games.
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  43. Cinematography · kyh bundle
    Write cinematic image and video prompts for `vg generate`: shot language, camera movement, lighting, lenses, colour grade, blocking.
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  44. Media Workflow · kyh bundle
    Chain several `vg generate` steps into one production — ads, product shots, restorations, talking heads, try-ons, scored or subtitled video — when no single endpoint does the job.
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  45. Design Lenses · kyh
    Critique a game's design through Schell's lenses, MDA and systems thinking, ranking findings by severity with fixes. Design-level review, not bugs or feel tuning.
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  46. Game Playbook · kyh
    Build a browser game end to end from a one-line idea, plus the craft checklist that separates a tech demo from something fun.
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  47. Model Prompting · kyh bundle
    Prompt a specific model family well (Kling, GPT Image, Seedance…) once the endpoint is chosen, or when its outputs keep coming back generic.
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  48. Multiplayer · kyh bundle
    Add online multiplayer — shared state, per-player state, events, host authority — to a browser game with @vibedgames/multiplayer.
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  49. Character Design · kyh bundle
    Create consistent characters with `vg generate`: reference and expression sheets, outfit variants, identity-preserving edits, character-to-video.
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  50. Capacitor IOS · kyh bundle
    Ship a Three.js + Vite app on Capacitor iOS: GLTF loading, animation UI, OrbitControls touch mapping, Swift Package Manager, iOS sync and run troubleshooting.
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  51. Pixel Snapper · kyh bundle
    Recover the true low-resolution pixel grid from upscaled or AI-generated fake pixel art PNGs; palette-quantize and slice known-layout sheets.
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  52. Asset Pipeline · kyh bundle
    Audit 2D game art on disk: validate an asset manifest against PNGs, probe sprite sheets and tilesets for occupied frames, report sizes, fix sprite baselines.
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  53. Image To Threejs · kyh bundle
    Turn a reference image into a rigged, procedural Three.js prop as TypeScript code (hinges, sockets, colliders) for props that must animate or come apart. Needs uv + Python 3.12.
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  54. Animated Spritesheets · kyh bundle
    Generate a character's animation frames (idle, run, attack, death…) as one labeled pose board, then slice, key and pack them into an engine-ready spritesheet.
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