claudecodex

one-button-game-builder

Design and improve compact one-button games from mechanic through gameplay validation.

43 on GitHubby abagamesv0.1.7MITupdated 27 days agoDeveloper Tools
/

Plugin one-button-game-builder from marketplace agentic-gamedev-skills in abagames/agentic-gamedev-skills. Commands read from the repo's manifest — 26 days ago.

What it installs

Skills (9)

  • auditing-game-screen-readability

    Audits what a running game's screen shows at the moments that matter, by capturing frames at gameplay events and at forced coincidences and checking them for overlapping or occluded text, indicators too faint, too small, or too brief to read, HUD elements whose meaning an isolated reader cannot name

  • designing-mini-games

    Designs 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, che

  • designing-minimal-game-rules

    Turns 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 wi

  • directing-game-visuals

    Directs 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.

  • evaluating-gameplay-balance

    Evaluates and improves gameplay balance from telemetry in any engine. Use when comparing monotonous vs exploratory play, diagnosing death/spawn/scoring/input issues, setting difficulty, timer, or pacing targets with human-limited simulated players, calibrating those players against a person's replay

  • gating-intent-legibility

    Measures 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

  • implementing-gameplay-invariants

    Translates 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.

  • maximizing-game-feel

    Improves 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.

  • refining-game-prototypes

    Drives a first playable game build through a staged refinement loop — structure, difficulty and progression, presentation, cleanup — by answering measurable questions about what play consists of, running scheduled blind-spot checks, applying one fix at a time without waiting for a reviewer, and keep

View source on GitHub

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