lisa
claudecodexUniversal governance — agents, skills, commands, hooks, and rules for all projects
170 skills · 70 commands · 29 agents · 1 MCP server · hooks
Antigravity (agy) variant — Phaser 4 rules and skills for TS game projects
Plugin lisa-phaser-agy from marketplace lisa in CodySwannGT/lisa. Commands read from the repo's manifest — today.
phaser-accessibilityThis skill should be used when making a Phaser 4 game accessible — honoring prefers-reduced-motion, pausing on window/tab blur, keyboard navigation and visible focus for menus, colorblind-safe palettes, and a screen-reader live region that announces game state through the DOM. Use it when building m
phaser-asset-pipelineThis skill should be used when setting up or changing the build-time asset pipeline of a Phaser 4 game — packing raw art in assets/src into public/assets (free-tex-packer-core texture atlases, audiosprite audio sprites, BMFont bitmap fonts) and the codegen step that emits typed keys to src/assets.ts
phaser-asset-sourcingThis skill should be used when a Phaser 4 game needs actual art or audio and none exists yet — deciding WHERE game art comes from before it can be packed. Covers the priority order (curated CC0 packs → deriving/editing CC0 art → asking the human for bespoke/paid work), the strict license gate (CC0-o
phaser-build-deployThis skill should be used when configuring the production build or deploying a Phaser 4 game — the Vite prod config (manualChunks to split the phaser vendor chunk, terser two-pass minification), content-hashed assets with immutable caching, the base path per host, vite-plugin-pwa (autoUpdate + globP
phaser-i18nThis skill should be used when localizing a Phaser 4 game — a typed string catalog so no user-facing text is hardcoded, runtime locale switching that re-renders open text, interpolation/pluralization, and the BitmapText vs Text trade-offs (glyph coverage, RTL, CJK) localization forces. Use it when a
phaser-project-structureThis skill should be used when creating, restructuring, or reasoning about a Phaser 4 game project — the game config, the Vite + TypeScript layout, the Boot → Preloader → MainMenu → Game scene flow, scale/resolution setup for desktop and mobile, and where code and assets belong. Use it before scaffo
phaser-servicesThis skill should be used when wiring cross-cutting services and shared state in a Phaser 4 game — the typed registry wrapper for global state, a single dedicated EventsCenter bus (never game.events), the .on()/.off() listener discipline enforced in scene shutdown, SoundService (mobile audio unlock
phaser-testingThis skill should be used when writing or designing tests for a Phaser 4 game — unit-testing pure game logic with Vitest, keeping logic Phaser-free so it tests without a browser, the Phaser.HEADLESS renderer for logic-only boots, asset-manifest coverage tests, and the CI runtime gates (boot smoke, a
accessibility-advocateAccessibility advocate persona agent. Critiques a Phaser game for players with visual, motor, cognitive, and auditory needs — colorblindness, remapping, reduced motion, text legibility, screen-reader support. Composes with the project's accessibility skill.
art-directorArt director persona agent (opt-in). Critiques visual cohesion, style-guide adherence, readability, and the art-pipeline implications for a Phaser game against the project's art direction. Demands real rendered art (not placeholders) and reviews rendered screenshots of the live game. Reviews visual
audio-directorAudio director / sound designer persona agent (opt-in). Critiques music, SFX, mix, and adaptive/feedback audio for a Phaser game against the project's audio direction. Composes with the asset (audiosprite) pipeline. Reviews audio design, not engine code.
combat-designerCombat / encounter designer persona agent (opt-in for combat-driven games). Critiques combat feel, encounter pacing, enemy/ability balance, and the numbers behind fights in a Phaser game. Reviews design, not engine code.
economy-designerEconomy designer persona agent (opt-in for games with currencies/loot/crafting). Critiques currencies, sinks/faucets, drop tables, pricing, and progression economy health in a Phaser game. Reviews design, not engine code.
game-designerGame/systems designer persona agent. Critiques a Phaser game's core loop, mechanics, balance, progression curves, and player-motivation model from a systems-design seat. Reviews the design, it does not write engine code.
game-feel-specialistGame-feel / "juice" specialist persona agent. Critiques moment-to-moment tactile feedback for a Phaser game — hitstop, screenshake, easing, particles, audio-visual cues, input responsiveness. Reviews feel, not engine code.
level-designerLevel/world/quest designer persona agent. Critiques spatial layout, pacing, encounter placement, critical path vs. optional content, and navigability for a Phaser game. Reviews the design, not the engine code.
localization-managerLocalization manager persona agent (opt-in for multi-language games). Critiques string externalization, i18n-readiness, text expansion, and culturalization for a Phaser game. Composes with the project's i18n skill. Reviews localization-readiness, not engine code.
marketing-strategistMarketing / community persona agent. Critiques a Phaser game for its hook, trailer-ability, storefront/wishlist appeal, discoverability, and shareability. Asks "what's the 10-second pitch of this screen." Market-facing lens, not engineering.
monetization-designerMonetization / live-ops designer persona agent (opt-in; off for premium/offline games). Critiques the business model, retention loops, store/IAP design, and fairness for a Phaser game. Reviews monetization design, not engine code.
narrative-designerNarrative designer/writer persona agent. Authors and critiques story, dialogue, lore, and character voice for a Phaser game, keeping everything consistent with the canon in the narrative wiki. Generator and critic.
onboarding-advocateNew-player / onboarding advocate persona agent. Critiques the first-session experience of a Phaser game — tutorialization, cognitive load, the first 15 minutes, and the "I'm lost" moments. Reviews the new-player experience, not engine code.
player-advocatePlayer advocate persona agent. Critiques a Phaser game from the moment-to-moment "is this actually fun to play right now" seat — friction, clarity, reward feel, and frustration. Speaks for the person holding the controller.
producerProducer / project-manager persona agent. Critiques scope, dependency ordering, cut decisions, and the smallest shippable slice for a Phaser game. Protects the schedule and the critical path; does not write engine code.
product-analystProduct analyst persona agent (opt-in for games that ship telemetry). Critiques what to measure in a Phaser game — KPIs, funnels, drop-off points, and the telemetry to instrument — composing with the project's telemetry/analytics service. Reviews measurement design, not engine code.
publisherPublisher / executive-producer persona agent. Critiques a Phaser game from the "should this exist and will it succeed" seat — market fit, scope vs. budget vs. timeline, ROI, and milestone gating. Business lens, not engineering.
qa-playtesterQA / exploratory playtester persona agent. Hunts edge cases, soft-locks, sequence breaks, and "what if I do the dumb thing" failures in a Phaser game by reasoning about how players actually misbehave. Behavioral testing, distinct from unit-test authorship.
target-playerTarget-player persona agent. Loads the game's audience archetypes from the wiki and role-plays each one, reacting to the game as that specific player would. The role is generic; the archetypes are project data.
ux-ui-designerUX/UI designer persona agent. Critiques menus, HUD, information architecture, controls, and feedback for a Phaser game from a usability seat. Composes with the project's accessibility skill. Reviews design, not engine code.
Universal governance — agents, skills, commands, hooks, and rules for all projects
170 skills · 70 commands · 29 agents · 1 MCP server · hooks
GitHub Copilot variant — agents emitted as <name>.agent.md with camelCase hook events
170 skills · 70 commands · 29 agents · 1 MCP server · hooks
Antigravity (agy) variant — bare-manifest plugin with skills and agents; rules baked into AGENTS.md since agy plugin hooks don't fire
170 skills · 70 commands · 29 agents
Cursor (cursor-agent) variant — skills and agents consumed via Cursor's native .claude-plugin loader
170 skills · 70 commands · 29 agents
Devin CLI variant — native .devin-plugin manifest, root hooks.json with Devin tool-name matchers
170 skills · 29 agents · 1 MCP server
Expo/React Native skills, agents, and rules
47 skills · 2 commands · 1 agent · 1 MCP server · hooks
Talk like caveman. Cut filler. Keep technical details explicit.
22 skills · 1 command · 3 agents · hooks
Persistent memory for Claude Code: the next session starts where the last one left off.
29 skills · 1 MCP server · hooks
tasteskill 2.5.1: professional company websites at the figma.com and x.ai level, with one section per screen, real photographs, real product UI, effects kept for tech and gaming pages, and a real-browser checker and finish gate.
1 skill
Open-source AI job search that runs locally in your AI coding CLI: scan job portals, evaluate listings into a structured A-H report with a 1-5 score, tailor your CV, track applications
5 skills · hooks
Cross-session memory and token savings for coding agents.
6 skills · 1 agent · 1 MCP server · hooks
Package any website or local web build into a lightweight desktop app with Pake CLI.
1 skill
This page updates itself from your repo. Add the badge to your README, or get it Featured to pin it above the organic results with a followed link to your site.