qmertesdorf
- 9 skills
- 0 followers
- 7 hours ago last updated
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- ▌ Audio · qmertesdorfUse when giving a playable Godot game a coherent, prompt-derived audio identity — event SFX plus a looping music track — generated locally via ComfyUI + Stable Audio Open through tools/comfy.mjs. Derives an audio system from the concept, maps core-loop events to SFX, generates clips, wires AudioStreamPlayer nodes, records audio_pass, and advances status to "scored". Hands off to validator.
- ▌ Deepen · qmertesdorfUse when growing an already-playable Godot game along a depth axis (systemic / content / run-meta) without regressing proven behavior. The first ITERATION skill in the GameForge loop — it EXTENDS the rules engine (the deliberate inverse of the asset re-skin's frozen-logic rule), TDD-ing each new sub-system against selftest.gd as a regression guard, records manifest.depth_pass, loops back through validator, and does NOT advance status.
- ▌ Builder · qmertesdorfUse when generating a runnable Godot 4.x project from a manifest's concept block. Produces games/<id>/, writes manifest.build, and sets status to "generated".
- ▌ Concept · qmertesdorfUse when turning a one-line game prompt into a structured, validated GameForge design concept. Writes the manifest.concept block and sets status to "concept".
- ▌ Packager · qmertesdorfUse when turning a fully-polished Godot title (both a confirmed visual asset_pass AND audio_pass) into the inputs an Android store build needs — launcher icons at every density, the Play 512 + adaptive layers, a boot splash, gameplay screenshots, a texture atlas, an asset size-budget report, and an Android export preset. Derives the packaging set from concept.theme, records store_pass, and hands off to validator's packaging gate for "packaged".
- ▌ Validator · qmertesdorfUse when confirming a generated Godot game opens, runs, and has a working core loop. Runs headless checks, records manifest.validation, and advances status to validated/playable or failed.
- ▌ Visual Audit · qmertesdorf bundleUse when judging the composited, assembled screen of a running Godot game — "does it look designed and read clearly?" — typically after the asset re-skin (before validator's styled gate) or standalone on any running game. Renders every game state, fans out one fresh auditor subagent per lens (inventory/completeness, fidelity/cohesion, composition/collision, legibility, colour-accessibility, structural-fidelity, polish/design-quality), dedupes + attributes findings, and drives the fix → re-render → re-audit loop. Records NOTHING to the manifest — outputs are code fixes (git) + a findings report.
- ▌ Playtest Audit · qmertesdorfUse to empirically verify a playable Godot game is actually WINNABLE, FAIR, and PROGRESSABLE — by driving the REAL game loop with a headless competent-player bot that asserts playability invariants (can earn/progress/clear, the first goal is reachable, no death-spiral) and reports balance metrics. The gate the logic/UI self-tests structurally cannot be.